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Lua Damage Based On Level!

  • Thread starter Thread starter Deleted member 49793
  • Start date Start date
D

Deleted member 49793

Guest
Hey looking for someone to add damage based on level to this spell

In other words, If your level 500, it'll do 500 damage each hit, if level 800, 800 damage per hit.

Thanks :)

Rep +++

Code:
local acombat1 = createCombatObject()

local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
--setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.6, -50, -1.8, 0)
 

 local condition = createConditionObject(CONDITION_DROWN)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20 * 1000)
setConditionParam(condition, CONDITION_PARAM_PERIODICDAMAGE, -500)
setCombatCondition(combat1, condition)
arr1 = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
 
local area1 = createCombatArea(arr1)
setCombatArea(acombat1, area1)
function onTargetTile(cid, pos)
	doCombat(cid,combat1,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
 
local function onCastSpell1(p)
    doCombat(p.cid, acombat1, p.var)
end
 
function onCastSpell(cid, var, temp)
local p = { cid = cid, var = var}
addEvent(onCastSpell1, 0, p)
 
 
end
 
LUA:
local areaCombat, combat = createCombatObject(), createCombatObject()
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
--setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setAttackFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 1, 1, 0, 0)

local condition = createConditionObject(CONDITION_DROWN)
setConditionParam(condition, CONDITION_PARAM_TICKS, 20 * 1000)
setConditionParam(condition, CONDITION_PARAM_PERIODICDAMAGE, -500)
setCombatCondition(combat, condition)
condition = nil

setCombatArea(areaCombat, createCombatArea(AREA_SQUARE1X1))

function onTargetTile(cid, pos)
	doCombat(cid, combat, positionToVariant(pos))
end
setCombatCallback(areaCombat, CALLBACK_PARAM_TARGETTILE, "onTargetTile")

function onCastSpell(cid, var, temp)
	return doCombat(cid, areaCombat, var)
end
 
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