Love it =P but u should add a way to make dmg formula instead of max/min dmg
Of course that's possible .
Love it =P but u should add a way to make dmg formula instead of max/min dmg
Written in C# or C++?
WPF or Windows Forms ?
-- SpellCreator generated.
-- =============== DAMAGE FUNCTIONS ===============
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Fire1 = createCombatObject()
setCombatParam(combat0_Fire1, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_RED)
setCombatParam(combat0_Fire1, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat0_Fire1,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Fire1(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat0_Fire1, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire1")
-- Areas/Combat for 1200ms
local combat12_Fire2 = createCombatObject()
setCombatParam(combat12_Fire2, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_YELLOW)
setCombatParam(combat12_Fire2, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat12_Fire2,createCombatArea({{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},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 0, 0, 0, 0}}))
function getDmg_Fire2(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat12_Fire2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire2")
-- Areas/Combat for 300ms
local combat3_Fire2 = createCombatObject()
setCombatParam(combat3_Fire2, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_YELLOW)
setCombatParam(combat3_Fire2, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat3_Fire2,createCombatArea({{0, 1, 1, 1, 0},
{1, 0, 0, 0, 1},
{1, 0, 2, 0, 1},
{1, 0, 0, 0, 1},
{0, 1, 1, 1, 0}}))
function getDmg_Fire2(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat3_Fire2, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire2")
-- Areas/Combat for 600ms
local combat6_Fire3 = createCombatObject()
setCombatParam(combat6_Fire3, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_BLUE)
setCombatParam(combat6_Fire3, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat6_Fire3,createCombatArea({{0, 0, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 2, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 1},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 0, 0}}))
function getDmg_Fire3(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat6_Fire3, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire3")
-- Areas/Combat for 900ms
local combat9_Fire1 = createCombatObject()
setCombatParam(combat9_Fire1, COMBAT_PARAM_EFFECT, CONST_ME_FIREWORK_RED)
setCombatParam(combat9_Fire1, COMBAT_PARAM_TYPE, CONST_ME_ENERGYHIT)
setCombatArea(combat9_Fire1,createCombatArea({{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},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 0, 0, 0, 2, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 1},
{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}}))
function getDmg_Fire1(cid, level, maglevel)
return (10)*-1,(20)*-1
end
setCombatCallback(combat9_Fire1, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Fire1")
-- =============== CORE FUNCTIONS ===============
function RunPart(c,cid,var) -- Part
doCombat(cid, c, var)
end
function onCastSpell(cid, var)
RunPart(combat0_Fire1,cid,var)
addEvent(RunPart,1200,combat12_Fire2,cid,var)
addEvent(RunPart,300,combat3_Fire2,cid,var)
addEvent(RunPart,600,combat6_Fire3,cid,var)
addEvent(RunPart,900,combat9_Fire1,cid,var)
return true
end