-- Areas/Combat for 0ms
local combat0_Brush = createCombatObject()
setCombatParam(combat0_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat0_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatArea(combat0_Brush,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
setCombatFormula(combat0_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0)
local dfcombat0_Brush = {CONST_ANI_SUDDENDEATH,0,4,1,3,2,2,3,1,4,0,3,-1,2,-2,1,-3,0,-4,-1,-3,-2,-2,-3,-1,-4,0,-3,1,-2,2,-1,3}
-- Areas/Combat for 100ms
local combat1_Brush = createCombatObject()
setCombatParam(combat1_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat1_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatArea(combat1_Brush,createCombatArea({{0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 2, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
setCombatFormula(combat1_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0)
local dfcombat1_Brush = {CONST_ANI_SUDDENDEATH,0,3,0,2,0,1,1,2,1,1,1,0,2,0,2,1,3,0,2,-1,1,-2,0,-3,-1,-2,-2,-1,-3,0,-2,1,-1,2,-1,1,-1,0,0,-1,1,-1,-1,-1,-2,0,0,-2}
-- Areas/Combat for 300ms
local combat3_Brush_2 = createCombatObject()
setCombatParam(combat3_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat3_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat3_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 1, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 1, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
setCombatFormula(combat3_Brush_2, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0)
local dfcombat3_Brush_2 = {CONST_ANI_ENERGYBALL,0,4,1,3,2,2,3,1,4,0,3,-1,2,-2,1,-3,0,-4,-1,-3,-2,-2,-3,-1,-4,0,-1,3,-2,2,-3,1}
-- Areas/Combat for 400ms
local combat4_Brush_2 = createCombatObject()
setCombatParam(combat4_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat4_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat4_Brush_2,createCombatArea({{0, 0, 0, 1, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 2, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 1, 0, 0, 0}}))
setCombatFormula(combat4_Brush_2, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0)
local dfcombat4_Brush_2 = {CONST_ANI_ENERGYBALL,3,0,2,1,1,2,0,3,-1,2,-2,1,-3,0,-2,-1,-1,-2,0,-3,1,-2,2,-1,2,0,1,1,0,1,1,0,0,-1,-1,0,-1,1,-2,0,0,-2,1,-1,-1,-1,0,2}
-- Areas/Combat for 600ms
local combat6_Brush = createCombatObject()
setCombatParam(combat6_Brush, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat6_Brush, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatArea(combat6_Brush,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0, 1, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
setCombatFormula(combat6_Brush, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0)
local dfcombat6_Brush = {CONST_ANI_SUDDENDEATH,0,4,1,3,2,2,3,1,4,0,0,-4,-1,-3,-2,-2,-3,-1,-4,0}
-- Areas/Combat for 700ms
local combat7_Brush_2 = createCombatObject()
setCombatParam(combat7_Brush_2, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat7_Brush_2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatArea(combat7_Brush_2,createCombatArea({{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{0, 1, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}}))
setCombatFormula(combat7_Brush_2, COMBAT_FORMULA_LEVELMAGIC, 0, 0, 0, 0)
local dfcombat7_Brush_2 = {CONST_ANI_ENERGYBALL,0,4,-1,3,-2,2,-3,1,-4,0,4,0,3,-1,2,-2,1,-3,0,-4}
-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
if (isCreature(cid)) then
doCombat(cid, c, var)
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var)
local startPos = getCreaturePosition(cid)
RunPart(combat0_Brush,cid,var,dfcombat0_Brush,startPos)
addEvent(RunPart,100,combat1_Brush,cid,var,dfcombat1_Brush,startPos)
addEvent(RunPart,300,combat3_Brush_2,cid,var,dfcombat3_Brush_2,startPos)
addEvent(RunPart,400,combat4_Brush_2,cid,var,dfcombat4_Brush_2,startPos)
addEvent(RunPart,600,combat6_Brush,cid,var,dfcombat6_Brush,startPos)
addEvent(RunPart,700,combat7_Brush_2,cid,var,dfcombat7_Brush_2,startPos)
return true
end