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[Help] Modify Casting Time Script! Please Help!

MarkSmartRemark

Lua-Noob in Training :D
Joined
Jan 27, 2010
Messages
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Ok, i have 2 scripts... I wanted to know if somebody could please change one of the following scripts... This first one, works fine. What it does, it charges up, and then deals a final blow in an Area UE... Like Divine Caldera. What i want it to do, is instead of an area hit, i want it to simply hit the target like exori san. So instead of area single target hit. :D
PHP:
local arr = {}

arr[1] = {
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
    {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
    {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
    {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
    {1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
    {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
    {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
    {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
    {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}

arr[2] = {
    {0, 0, 0, 0, 1, 0, 0, 0, 0},
    {0, 0, 0, 1, 0, 1, 0, 0, 0},
    {0, 0, 1, 0, 0, 0, 1, 0, 0},
    {0, 1, 0, 0, 0, 0, 0, 1, 0},
    {1, 0, 0, 0, 2, 0, 0, 0, 1},
    {0, 1, 0, 0, 0, 0, 0, 1, 0},
    {0, 0, 1, 0, 0, 0, 1, 0, 0},
    {0, 0, 0, 1, 0, 1, 0, 0, 0},
    {0, 0, 0, 0, 1, 0, 0, 0, 0}
}

arr[3] = {
    {0, 0, 0, 1, 0, 0, 0},
    {0, 0, 1, 0, 1, 0, 0},
    {0, 1, 0, 0, 0, 1, 0},
    {1, 0, 0, 2, 0, 0, 1},
    {0, 1, 0, 0, 0, 1, 0},
    {0, 0, 1, 0, 1, 0, 0},
    {0, 0, 0, 1, 0, 0, 0}
}

arr[4] = {
    {0, 0, 1, 0, 0},
    {0, 1, 0, 1, 0},
    {1, 0, 2, 0, 1},
    {0, 1, 0, 1, 0},
    {0, 0, 1, 0, 0}
}

arr[5] = {
    {0, 1, 0},
    {1, 2, 1},
    {0, 1, 0}
}

arr[6] = {
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {1, 1, 1, 1, 1, 3, 1, 1, 1, 1, 1},
    {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
    {0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
    {0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0},
    {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0},
    {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
}

local formulas = {
    [6] = {COMBAT_FORMULA_LEVELMAGIC, -2.0, -200, -3.2, -400}
}

local function onTileComb(cid, pos)
    if(isCreature(cid) == TRUE) then
        doSendDistanceShoot(pos, getThingPos(cid), CONST_ANI_SMALLHOLY)
    end
end

local combats = {}
for i, v in pairs(arr) do
    combats[i] = createCombatObject()
    setCombatParam(combats[i], COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
    if(i < #arr) then
        _G["callback" .. i] = onTileComb --Mwahaha
        setCombatCallback(combats[i], CALLBACK_PARAM_TARGETTILE, "callback" .. i)
    else
        setCombatParam(combats[i], COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
    end

    if(formulas[i] ~= nil) then
        setCombatFormula(combats[i], unpack(formulas[i]))
    end

    setCombatArea(combats[i], createCombatArea(v))
end

local isCharging = {}
local function eventFunc(p)
    local cid = p.cid
    local n = p.n or 1

    if(isCreature(cid) == FALSE) then
        isCharging[cid] = false
        return LUA_ERROR
    end

    if(isCharging[cid] and n == 1) then
        if(isPlayer(cid) == TRUE) then
            doPlayerSendCancel(cid, "You are already charging it.")
        end
        return LUA_ERROR
    end

    isCharging[cid] = (n < #combats)

    local pos = getThingPos(cid)
    if(getTilePzInfo(pos) ~= FALSE) then
        isCharging[cid] = false
        return LUA_ERROR
    end

    local var = positionToVariant(pos)
    if(doCombat(cid, combats[n], var) == LUA_ERROR) then
        isCharging[cid] = false
        return LUA_ERROR
    end

    if(isCharging[cid]) then
        addEvent(eventFunc, 1000-n*100, {cid=cid, n=n+1})
    end
    return LUA_NO_ERROR
end

function onCastSpell(cid, var)
    return eventFunc({cid=cid})
end

OR

If somebody can modify this script that cykotitan made but it only works for tfs 0.2 and im using the latest tfs... so if someone can port this script to the latest tfs id appreciate it!

PHP:
local config = {
	spellRange = 4,-- should be same as in spells.xml
	formulaType = "levelmagic", -- "static" or "levelmagic"
	formula = {10, 25}, -- min, max ..
	distanceEffect = CONST_ANI_SMALLICE, -- distance effect, used both while charging and for final blast
	areaEffect = CONST_ME_ICEDAMAGE, -- area effect of the final blast
	initalInterval = 500, -- delay between sending combats at first
	intervalReduction = 2000 -- how much faster (in ms) should the next combat be sent
}

local arr, combats, isCharging = {
	[1] = {
		{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
		{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
		{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
		{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
		{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
		{1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
		{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
		{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
		{0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
		{0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
		{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
	},
	[2] = {
		{0, 0, 0, 0, 1, 0, 0, 0, 0},
		{0, 0, 0, 1, 0, 1, 0, 0, 0},
		{0, 0, 1, 0, 0, 0, 1, 0, 0},
		{0, 1, 0, 0, 0, 0, 0, 1, 0},
		{1, 0, 0, 0, 2, 0, 0, 0, 1},
		{0, 1, 0, 0, 0, 0, 0, 1, 0},
		{0, 0, 1, 0, 0, 0, 1, 0, 0},
		{0, 0, 0, 1, 0, 1, 0, 0, 0},
		{0, 0, 0, 0, 1, 0, 0, 0, 0}
	},
	[3] = {
		{0, 0, 0, 1, 0, 0, 0},
		{0, 0, 1, 0, 1, 0, 0},
		{0, 1, 0, 0, 0, 1, 0},
		{1, 0, 0, 2, 0, 0, 1},
		{0, 1, 0, 0, 0, 1, 0},
		{0, 0, 1, 0, 1, 0, 0},
		{0, 0, 0, 1, 0, 0, 0}
	},
	[4] = {
		{0, 0, 1, 0, 0},
		{0, 1, 0, 1, 0},
		{1, 0, 2, 0, 1},
		{0, 1, 0, 1, 0},
		{0, 0, 1, 0, 0}
	},
	[5] = {
		{0, 1, 0},
		{1, 2, 1},
		{0, 1, 0}
	},
	[6] = {
		{3},
	}
}, {}, {}

local formulas = {
	[6] = {config.formulaType == "static" and COMBAT_FORMULA_DAMAGE or config.formulaType == "levelmagic" and COMBAT_FORMULA_LEVELMAGIC, -(math.abs(config.formula[1])), 0, -(math.abs(config.formula[2])), 0}
}

local function onTileComb(cid, pos)
	return isCreature(cid) == TRUE and doSendDistanceShoot(pos, getThingPos(cid), config.distanceEffect)
end

for i, v in pairs(arr) do
	combats[i] = createCombatObject()
	setCombatParam(combats[i], COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
	if(i < #arr) then
		_G["callback" .. i] = onTileComb --Mwahaha
		setCombatCallback(combats[i], CALLBACK_PARAM_TARGETTILE, "callback" .. i)
	else
		setCombatParam(combats[i], COMBAT_PARAM_EFFECT, config.areaEffect)
		setCombatParam(combats[i], COMBAT_PARAM_DISTANCEEFFECT, config.distanceEffect)
	end

	if(formulas[i]) then
		setCombatFormula(combats[i], unpack(formulas[i]))
	end

	setCombatArea(combats[i], createCombatArea(v))
end

local function eventFunc(p)
	local cid, target, n = p.cid, p.target, p.n or 1

	if(isCreature(cid) == FALSE) then
		isCharging[cid] = false
		return true
	end

	if(isCharging[cid] and n == 1) then
		if(isPlayer(cid) == TRUE) then
			doPlayerSendCancel(cid, "You are already charging it.")
		end
		return true
	end

	isCharging[cid] = (n < #combats)

	local pos = getThingPos(cid)
	if(getTilePzInfo(pos) ~= FALSE or isCreature(target) == FALSE or getDistanceBetween(pos, getThingPos(target)) > config.spellRange) then
		isCharging[cid] = false
		return true
	end

	if(doCombat(cid, combats[n], numberToVariant(isCharging[cid] and cid or target)) == TRUE) then
		isCharging[cid] = false
		return true
	end

	if(isCharging[cid]) then
		addEvent(eventFunc, config.initalInterval - n * config.intervalReduction, {cid=cid, target=target, n=n+1})
	end
	return false
end

function onCastSpell(cid, var)
	return eventFunc({cid=cid, target=var.number})
end

Thanks! Ill Rep!
 
didnt like the name :D and it was spamming my other mail :p and weirdly didnt let me upload foto :p

noone wants to help out with your pro script (o_O)!
 
ahh i already checked that out and had that for my old server lmao its good stuff =]


i was looking for somehting more along the lines of this link
Charge and Kill! A funny spell! :> - OpenTibia Fans

this spell this guy made is awesome but it does an area blast at the end, whereas i want it to simply hit 1 target since the server im making is a wow server :p i wanna use this sorta like casting time with cool charging effects that this guy made =]

still looking for help =(!
 
Well, since I honestly suck at spellscripting don't bring your hopes up,
but try this script:

Lua:
local distanceCombat = createCombatObject()
setCombatParam(distanceCombat, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(distanceCombat, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(distanceCombat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(distanceCombat, COMBAT_FORMULA_LEVELMAGIC, -0.4, 0, -0.5, 0)
local config = {
    spellRange = 4,-- should be same as in spells.xml
    formulaType = "levelmagic", -- "static" or "levelmagic"
    formula = {10, 25}, -- min, max ..
    distanceEffect = CONST_ANI_SMALLICE, -- distance effect, used both while charging and for final blast
    areaEffect = CONST_ME_ICEDAMAGE, -- area effect of the final blast
    initalInterval = 500, -- delay between sending combats at first
    intervalReduction = 2000 -- how much faster (in ms) should the next combat be sent
}

local arr, combats, isCharging = {
    [1] = {
        {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
        {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
        {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
        {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
        {1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
        {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
        {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
        {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
        {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
    },
    [2] = {
        {0, 0, 0, 0, 1, 0, 0, 0, 0},
        {0, 0, 0, 1, 0, 1, 0, 0, 0},
        {0, 0, 1, 0, 0, 0, 1, 0, 0},
        {0, 1, 0, 0, 0, 0, 0, 1, 0},
        {1, 0, 0, 0, 2, 0, 0, 0, 1},
        {0, 1, 0, 0, 0, 0, 0, 1, 0},
        {0, 0, 1, 0, 0, 0, 1, 0, 0},
        {0, 0, 0, 1, 0, 1, 0, 0, 0},
        {0, 0, 0, 0, 1, 0, 0, 0, 0}
    },
    [3] = {
        {0, 0, 0, 1, 0, 0, 0},
        {0, 0, 1, 0, 1, 0, 0},
        {0, 1, 0, 0, 0, 1, 0},
        {1, 0, 0, 2, 0, 0, 1},
        {0, 1, 0, 0, 0, 1, 0},
        {0, 0, 1, 0, 1, 0, 0},
        {0, 0, 0, 1, 0, 0, 0}
    },
    [4] = {
        {0, 0, 1, 0, 0},
        {0, 1, 0, 1, 0},
        {1, 0, 2, 0, 1},
        {0, 1, 0, 1, 0},
        {0, 0, 1, 0, 0}
    },
    [5] = {
        {0, 1, 0},
        {1, 2, 1},
        {0, 1, 0}
    }
    
}, {}, {}

local formulas = {
    [5] = {config.formulaType == "static" and COMBAT_FORMULA_DAMAGE or config.formulaType == "levelmagic" and COMBAT_FORMULA_LEVELMAGIC, -(math.abs(config.formula[1])), 0, -(math.abs(config.formula[2])), 0}
}

local function onTileComb(cid, pos)
    return isCreature(cid) == TRUE and doSendDistanceShoot(pos, getThingPos(cid), config.distanceEffect)
end

for i, v in pairs(arr) do
    combats[i] = createCombatObject()
    setCombatParam(combats[i], COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
    if(i < #arr) then
        _G["callback" .. i] = onTileComb --Mwahaha
        setCombatCallback(combats[i], CALLBACK_PARAM_TARGETTILE, "callback" .. i)
    else
        setCombatParam(combats[i], COMBAT_PARAM_EFFECT, config.areaEffect)
        setCombatParam(combats[i], COMBAT_PARAM_DISTANCEEFFECT, config.distanceEffect)
    end

    if(formulas[i]) then
        setCombatFormula(combats[i], unpack(formulas[i]))
    end

    setCombatArea(combats[i], createCombatArea(v))
end

local function eventFunc(p)
    local cid, target, n = p.cid, p.target, p.n or 1

    if(isCreature(cid) == FALSE) then
        isCharging[cid] = false
        return true
    end

    if(isCharging[cid] and n == 1) then
        if(isPlayer(cid) == TRUE) then
            doPlayerSendCancel(cid, "You are already charging it.")
        end
        return true
    end

    isCharging[cid] = (n < #combats)

    local pos = getThingPos(cid)
    if(getTilePzInfo(pos) ~= FALSE or isCreature(target) == FALSE or getDistanceBetween(pos, getThingPos(target)) > config.spellRange) then
        isCharging[cid] = false
        return true
    end

    if(doCombat(cid, combats[n], numberToVariant(isCharging[cid] and cid or target)) == TRUE) then
        isCharging[cid] = false
        return true
    end

    if(isCharging[cid]) then
        addEvent(eventFunc, config.initalInterval - n * config.intervalReduction, {cid=cid, target=target, n=n+1})
    end
    return false
end

function onCastSpell(cid, var)
   if(variantToNumber(var) ~= 0) then
	return doCombat(cid, distanceCombat, var)
   end
   return eventFunc({cid=cid, target=var.number})
end
 
ah i gave it a shot, it only did the first combat which is what you added at the top... that energy thing, didnt do anything else besides that =/ thanks for the try anyways though :p it shouldnt be that hard for some pro scripter to do it though -_-! just change the targeting a little to hit 1 person only >.>!
 
I took a look at some spells earlier, like "exori vis".

It seems this line
Lua:
if(variantToNumber(var) ~= 0) then
        return doCombat(cid, distanceCombat, var)
   end
is executed if you have a target, otherwise the function doCombat(cid, combat, var) will be executed.

If I get this the right way, it's able to:
1) Charge the spell and
2.1) IF target = player, do distance attack
2.2) Elseif target ~= player, do normal attack *kaboom*

Give me a little bit more time, since noone else seems to care about this stuff.
Maybe I'll get it :p
 
Try it now:

Lua:
 local distanceCombat = createCombatObject()
setCombatParam(distanceCombat, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(distanceCombat, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(distanceCombat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(distanceCombat, COMBAT_FORMULA_LEVELMAGIC, -0.4, 0, -0.5, 0)
local config = {
    spellRange = 4,-- should be same as in spells.xml
    formulaType = "levelmagic", -- "static" or "levelmagic"
    formula = {10, 25}, -- min, max ..
    distanceEffect = CONST_ANI_SMALLICE, -- distance effect, used both while charging and for final blast
    areaEffect = CONST_ME_ICEDAMAGE, -- area effect of the final blast
    initalInterval = 500, -- delay between sending combats at first
    intervalReduction = 2000 -- how much faster (in ms) should the next combat be sent
}

local arr, combats, isCharging = {
    [1] = {
        {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
        {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
        {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
        {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
        {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
        {1, 0, 0, 0, 0, 2, 0, 0, 0, 0, 1},
        {0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
        {0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
        {0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0},
        {0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0},
        {0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0}
    },
    [2] = {
        {0, 0, 0, 0, 1, 0, 0, 0, 0},
        {0, 0, 0, 1, 0, 1, 0, 0, 0},
        {0, 0, 1, 0, 0, 0, 1, 0, 0},
        {0, 1, 0, 0, 0, 0, 0, 1, 0},
        {1, 0, 0, 0, 2, 0, 0, 0, 1},
        {0, 1, 0, 0, 0, 0, 0, 1, 0},
        {0, 0, 1, 0, 0, 0, 1, 0, 0},
        {0, 0, 0, 1, 0, 1, 0, 0, 0},
        {0, 0, 0, 0, 1, 0, 0, 0, 0}
    },
    [3] = {
        {0, 0, 0, 1, 0, 0, 0},
        {0, 0, 1, 0, 1, 0, 0},
        {0, 1, 0, 0, 0, 1, 0},
        {1, 0, 0, 2, 0, 0, 1},
        {0, 1, 0, 0, 0, 1, 0},
        {0, 0, 1, 0, 1, 0, 0},
        {0, 0, 0, 1, 0, 0, 0}
    },
    [4] = {
        {0, 0, 1, 0, 0},
        {0, 1, 0, 1, 0},
        {1, 0, 2, 0, 1},
        {0, 1, 0, 1, 0},
        {0, 0, 1, 0, 0}
    },
    [5] = {
        {0, 1, 0},
        {1, 2, 1},
        {0, 1, 0}
    }
   
}, {}, {}

local formulas = {
    [5] = {config.formulaType == "static" and COMBAT_FORMULA_DAMAGE or config.formulaType == "levelmagic" and COMBAT_FORMULA_LEVELMAGIC, -(math.abs(config.formula[1])), 0, -(math.abs(config.formula[2])), 0}
}

local function onTileComb(cid, pos)
    return isCreature(cid) == TRUE and doSendDistanceShoot(pos, getThingPos(cid), config.distanceEffect)
end

for i, v in pairs(arr) do
    combats[i] = createCombatObject()
    setCombatParam(combats[i], COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
    if(i < #arr) then
        _G["callback" .. i] = onTileComb --Mwahaha
        setCombatCallback(combats[i], CALLBACK_PARAM_TARGETTILE, "callback" .. i)
    else
        setCombatParam(combats[i], COMBAT_PARAM_EFFECT, config.areaEffect)
        setCombatParam(combats[i], COMBAT_PARAM_DISTANCEEFFECT, config.distanceEffect)
    end

    if(formulas[i]) then
        setCombatFormula(combats[i], unpack(formulas[i]))
    end

    setCombatArea(combats[i], createCombatArea(v))
end

local function eventFunc(p)
    local cid, target, n = p.cid, p.target, p.n or 1

    if(isCreature(cid) == FALSE) then
        isCharging[cid] = false
        return true
    end

    if(isCharging[cid] and n == 1) then
        if(isPlayer(cid) == TRUE) then
            doPlayerSendCancel(cid, "You are already charging it.")
        end
        return true
    end

    isCharging[cid] = (n < #combats)

    local pos = getThingPos(cid)
    if(getTilePzInfo(pos) ~= FALSE or isCreature(target) == FALSE or getDistanceBetween(pos, getThingPos(target)) > config.spellRange) then
        isCharging[cid] = false
        return true
    end

    if(doCombat(cid, combats[n], numberToVariant(isCharging[cid] and cid or target)) == TRUE) then
        isCharging[cid] = false
        return true
    end

    if(isCharging[cid]) then
        addEvent(eventFunc, config.initalInterval - n * config.intervalReduction, {cid=cid, target=target, n=n+1})
    end
    return false
end

function onCastSpell(cid, var)
   if(variantToNumber(var) ~= 0) then
       return eventFunc({cid=cid, target=var.number}),doCombat(cid, distanceCombat, var)
   end
   return eventFunc({cid=cid, target=var.number})
end
UPDATE, copy paste it again!

Again, a mirracle has to happen to make this work, but try it xD
 
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alrightt cool, im also trying to mess around with it a bit, the problem with cykotitans is that its for an older tfs version but i dont think its reaching the last combat... it only does the first and then ends... im gona try to get it to reach all the combats...
 
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