local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition1 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition1, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition1, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition1, 4, 4000, -6)
setCombatCondition(combat1, condition1)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition2 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition2, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition2, 5, 4000, -10)
setCombatCondition(combat2, condition2)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition3 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition3, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition3, 8, 4000, -18)
setCombatCondition(combat3, condition3)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition4 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition4, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition4, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition4, 12, 4000, -25)
setCombatCondition(combat4, condition4)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition5 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition5, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition5, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition5, 15, 4000, -40)
setCombatCondition(combat5, condition5)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition6 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition6, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition6, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition6, 18, 4000, -56)
setCombatCondition(combat6, condition6)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition7 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition7, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition7, 24, 4000, -64)
setCombatCondition(combat7, condition7)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition8 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition8, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition8, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition8, 30, 4000, -82)
setCombatCondition(combat8, condition8)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
local condition9 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition9, CONDITION_PARAM_DELAYED, 1)
setConditionParam(condition9, CONDITION_PARAM_FORCEUPDATE, TRUE)
addDamageCondition(condition9, 36, 4000, -112)
setCombatCondition(combat9, condition9)
function onCastSpell(cid, var)
local level = getPlayerLevel(cid)
if level < 8 then
return doCombat(cid, combat1, var)
elseif level >= 8 and level < 19 then
return doCombat(cid, combat2, var)
elseif level >= 19 and level < 27 then
return doCombat(cid, combat3, var)
elseif level >= 27 and level < 42 then
return doCombat(cid, combat4, var)
elseif level >= 42 and level < 50 then
return doCombat(cid, combat5, var)
elseif level >= 50 and level < 63 then
return doCombat(cid, combat6, var)
elseif level >= 63 and level < 75 then
return doCombat(cid, combat7, var)
elseif level >= 75 and level < 85 then
return doCombat(cid, combat8, var)
elseif level >= 85 then
return doCombat(cid, combat9, var)
end
return true
end