local acombat1 = createCombatObject()
local acombat2 = createCombatObject()
local acombat3 = createCombatObject()
local acombat4 = createCombatObject()
local acombat5 = createCombatObject()
local acombat6 = createCombatObject()
local acombat7 = createCombatObject()
local acombat8 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 36)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 6)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 6)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 6)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.85, -80, -1.9, -127)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, 6)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1.0, -80, -2, -127)
local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 10, 1000, -100)
setCombatCondition(combat1, condition)
setCombatCondition(combat2, condition)
setCombatCondition(combat3, condition)
setCombatCondition(combat4, condition)
setCombatCondition(combat5, condition)
setCombatCondition(combat6, condition)
setCombatCondition(combat7, condition)
setCombatCondition(combat8, 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, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr2 = {
{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, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 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}
}
arr3 = {
{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, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 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}
}
arr4 = {
{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, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
arr5 = {
{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, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 1, 2, 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, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
}
arr6 = {
{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, 1, 1, 0, 1, 1, 0, 0, 0},
{0, 0, 0, 1, 0, 2, 0, 1, 0, 0, 0},
{0, 0, 0, 1, 1, 0, 1, 1, 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}
}
arr7 = {
{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, 1, 1, 0, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 2, 0, 0, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0},
{0, 0, 0, 1, 1, 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}
}
arr8 = {
{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, 0, 0, 0, 0, 0, 1, 0, 0},
{0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 2, 0, 0, 0, 1, 1},
{1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 1, 1, 0, 0, 0},
{0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}
}
local area1 = createCombatArea(arr1)
local area2 = createCombatArea(arr2)
local area3 = createCombatArea(arr3)
local area4 = createCombatArea(arr4)
local area5 = createCombatArea(arr5)
local area6 = createCombatArea(arr6)
local area7 = createCombatArea(arr7)
local area8 = createCombatArea(arr8)
setCombatArea(acombat1, area1)
setCombatArea(acombat2, area2)
setCombatArea(acombat3, area3)
setCombatArea(acombat4, area4)
setCombatArea(acombat5, area5)
setCombatArea(acombat6, area6)
setCombatArea(acombat7, area7)
setCombatArea(acombat8, area8)
function onTargetTile(cid, pos)
doCombat(cid,combat1,positionToVariant(pos))
end
function onTargetTile2(cid, pos)
doCombat(cid,combat2,positionToVariant(pos))
end
function onTargetTile3(cid, pos)
doCombat(cid,combat3,positionToVariant(pos))
end
function onTargetTile4(cid, pos)
doCombat(cid,combat4,positionToVariant(pos))
end
function onTargetTile5(cid, pos)
doCombat(cid,combat5,positionToVariant(pos))
end
function onTargetTile6(cid, pos)
doCombat(cid,combat6,positionToVariant(pos))
end
function onTargetTile7(cid, pos)
doCombat(cid,combat7,positionToVariant(pos))
end
function onTargetTile8(cid, pos)
doCombat(cid,combat8,positionToVariant(pos))
end
setCombatCallback(acombat1, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(acombat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(acombat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile3")
setCombatCallback(acombat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile4")
setCombatCallback(acombat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile5")
setCombatCallback(acombat6, CALLBACK_PARAM_TARGETTILE, "onTargetTile6")
setCombatCallback(acombat7, CALLBACK_PARAM_TARGETTILE, "onTargetTile7")
setCombatCallback(acombat8, CALLBACK_PARAM_TARGETTILE, "onTargetTile8")
local function onCastSpell1(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat1, parameters.var)
end
local function onCastSpell2(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat2, parameters.var)
end
local function onCastSpell3(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat3, parameters.var)
end
local function onCastSpell4(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat4, parameters.var)
end
local function onCastSpell5(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat5, parameters.var)
end
local function onCastSpell6(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat6, parameters.var)
end
local function onCastSpell7(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat7, parameters.var)
end
local function onCastSpell8(parameters)
if not isPlayer(parameters.cid) then return true end
doCombat(parameters.cid, acombat8, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var}
addEvent(onCastSpell1, 0, parameters)
addEvent(onCastSpell2, 200, parameters)
addEvent(onCastSpell3, 400, parameters)
addEvent(onCastSpell4, 600, parameters)
addEvent(onCastSpell5, 700, parameters)
addEvent(onCastSpell6, 900, parameters)
addEvent(onCastSpell7, 1100, parameters)
addEvent(onCastSpell8, 1300, parameters)
return TRUE
end