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Combat area position?

Arn

Member
Joined
Mar 8, 2010
Messages
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I'm looking for a way to set a combat area position. For example, suppose I have a spell that shoots out three burst arrows. Each of these burst arrows lands in a different location, in relation to the target. So, what I need is way to set the starting position of a combat object. Is that possible?

Thank you for your time,

-Arn

P.S. TFS 0.2.12

- - - Updated - - -

As usual, I don't get any help and I found the solution on my own. For anyone who cares, heres a pretty amazing spell. Enjoy.

Code:
local area = createCombatArea{
{0, 1, 0},
{1, 3, 1},
{0, 1, 0}
}


function bsShot(cid, count)

local target = getCreatureTarget(cid)
local randx = math.random(-2,2)
local randy = math.random(-2,2)

local newPos = getCreaturePosition(target)

newPos.x = newPos.x + randx
newPos.y = newPos.y + randy

if count > 0 then

doPlayerAddSkillTry(cid, 4, 1)
doPlayerRemoveItem(cid,2546,1)

doSendDistanceShoot(getCreaturePosition(cid), newPos, CONST_ANI_BURSTARROW)
doAreaCombatHealth(cid, COMBAT_FIREDAMAGE, newPos, area, -5, -10, CONST_ME_FIREAREA)

count = count - 1

addEvent(bsShot, 200, cid, count)

end


end


function onCastSpell(cid, var)
	local count = 6

	if getPlayerItemCount(cid,2546) >= 6 then
	
	addEvent(bsShot, 200, cid, count)

	return true
	
	else
	doCreatureSay(cid, "Not enough arrows", TALKTYPE_ORANGE_1)
	return false
	
	end
	
	
end
 
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