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TFS 1.X+ Arrow Rain

jajo1991

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Sep 30, 2017
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Could anyone help me to add to script that function
local combat1 = createCombatObject()
function x(cid, level, maglevel)
min = -(level * 1.1 + maglevel * 1.5) * 5.5
max = -(level * 1.1 + maglevel * 1.6) * 5.5
return min, max
local config = {
lvlReq = 1,
cooldown = 2000,
combatType = COMBAT_PHYSICALDAMAGE,
magicEffect = CONST_ME_HITAREA,
distEffect = 5,
dmg = {min = 100, max = 200},
rounds = 10, -- Amount of rounds
delay = 50, -- Delay between rounds
density = 10, -- How dense the area of effect will be (1 = full area)
}

local area = {
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 3, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1}
}
local combat = Combat()
combat:setArea(createCombatArea(area))

function onTargetTile(creature, position)
local fromPos = Position(position.x - 7, position.y - 7, position.z)
if math.random(config.density) == 1 then
fromPos:sendDistanceEffect(position, config.distEffect)
addEvent(function()
local player = Player(creature:getId())
if not player then
return
end
doAreaCombat(player, config.combatType, position, position, -config.dmg.min, -config.dmg.max, config.magicEffect)
end, 400)
end
end
combat:setCallback(CALLBACK_PARAM_TARGETTILE, "onTargetTile")

local spell = Spell(SPELL_INSTANT)
function spell.onCastSpell(creature, variant)
for i = 1, config.rounds do
addEvent(function()
local player = Player(creature:getId())
if not player then
return
end
combat:execute(player, variant)
end, config.delay * (i-1))
end
return true
end

spell:name("Kunai Rain")
spell:words("Kunai Rain")
spell:id(51)
spell:group("attack")
spell:cooldown(config.cooldown)
spell:groupCooldown(config.cooldown)
spell:isAggressive(true)
spell:needTarget(false)
spell:level(config.lvlReq)
spell:needLearn(true)
spell:vocation("TenTen")
spell:register()
 
LUA:
local config = {
lvlReq = 1,
cooldown = 2000,
combatType = COMBAT_PHYSICALDAMAGE,
magicEffect = CONST_ME_HITAREA,
distEffect = 5,
rounds = 10, -- Amount of rounds
delay = 50, -- Delay between rounds
density = 10, -- How dense the area of effect will be (1 = full area)
}

local area = {
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 3, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1}
}
local combat = Combat()
combat:setArea(createCombatArea(area))

function onTargetTile(creature, position)
local fromPos = Position(position.x - 7, position.y - 7, position.z)
if math.random(config.density) == 1 then
fromPos:sendDistanceEffect(position, config.distEffect)
addEvent(function()
local player = Player(creature:getId())
if not player then
return
end

local level = player:getLevel()
local magicLevel = player:getMagicLevel()
local min = (level * 1.1 + magicLevel * 1.5) * 5.5 + 1000
local max = (level * 1.1 + magicLevel * 1.6) * 5.5 + 1000

doAreaCombat(player, config.combatType, position, position, -min, -max, config.magicEffect)
end, 400)
end
end
combat:setCallback(CALLBACK_PARAM_TARGETTILE, "onTargetTile")

local spell = Spell(SPELL_INSTANT)
function spell.onCastSpell(creature, variant)
for i = 1, config.rounds do
addEvent(function()
local player = Player(creature:getId())
if not player then
return
end
combat:execute(player, variant)
end, config.delay * (i-1))
end
return true
end

spell:name("Kunai Rain")
spell:words("Kunai Rain")
spell:id(51)
spell:group("attack")
spell:cooldown(config.cooldown)
spell:groupCooldown(config.cooldown)
spell:isAggressive(true)
spell:needTarget(false)
spell:level(config.lvlReq)
spell:needLearn(true)
spell:vocation("TenTen")
spell:register()
Edit: Shieeee, that was an old post, my bad! 🤪
 

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