function getCombatFormulas1(cid, level, magicLevel)
local formula_min = -(level * 0 + magicLevel * 0) * 0 - 500
local formula_max = -(level * 0 + magicLevel * 0) * 0 - 1000
return formula_min, formula_max
end
function getCombatFormulas2(cid, level, magicLevel)
local formula_min = -(level * 0 + magicLevel * 0) * 0 - 1000
local formula_max = -(level * 0 + magicLevel * 0) * 0 - 2000
return formula_min, formula_max
end
local combat = {}
for i = 1, 2 do
table.insert(combat, createCombatObject())
setCombatParam(combat[1], COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat[1], COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat[1], COMBAT_PARAM_EFFECT, CONST_ME_NONE)
setCombatParam(combat[1], COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
setCombatParam(combat[1], COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
local area = createCombatArea(arr)
setCombatArea(combat, area)
if i == 1 then
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombatFormulas1")
else
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "getCombatFormulas2")
setCombatCondition(combat, condition)
end
end