Hello,
How can I make a spell like "Exori Vis" except it shoots more than 1 time
When you say it once, It will shoot 10 exori vis shots at the target
I found this spell, but it doesn't work properly. Instead of shooting the target, it shoots yourself 16 times
I will add rep+
How can I make a spell like "Exori Vis" except it shoots more than 1 time
When you say it once, It will shoot 10 exori vis shots at the target
Code:
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat1, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -1.5, -100)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -1.5, -100)
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat8, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat8, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat8, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -1.5, -100)
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat9, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat9, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat9, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat10, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat11, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat11, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat11, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat12 = createCombatObject()
setCombatParam(combat12, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat12, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat12, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(combat12, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat13 = createCombatObject()
setCombatParam(combat13, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat13, COMBAT_PARAM_EFFECT, CONST_ME_FIREAREA)
setCombatParam(combat13, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(combat13, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -2.0, -100)
local combat14 = createCombatObject()
setCombatParam(combat14, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat14, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
setCombatParam(combat14, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(combat14, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -1.5, -100)
local combat15 = createCombatObject()
setCombatParam(combat15, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat15, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat15, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat15, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -1.5, -100)
local combat16 = createCombatObject()
setCombatParam(combat16, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat16, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(combat16, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SUDDENDEATH)
setCombatFormula(combat16, COMBAT_FORMULA_LEVELMAGIC, -1.0, -50, -1.5, -100)
setCombatArea(combat1, area1)
setCombatArea(combat2, area2)
setCombatArea(combat3, area3)
setCombatArea(combat4, area4)
setCombatArea(combat5, area5)
setCombatArea(combat6, area6)
setCombatArea(combat7, area7)
setCombatArea(combat8, area8)
setCombatArea(combat9, area0)
setCombatArea(combat10, area10)
setCombatArea(combat11, area11)
setCombatArea(combat12, area12)
setCombatArea(combat13, area13)
setCombatArea(combat14, area14)
setCombatArea(combat15, area15)
setCombatArea(combat16, area16)
local function onCastSpell1(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onCastSpell2(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onCastSpell3(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onCastSpell4(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onCastSpell5(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onCastSpell6(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onCastSpell7(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onCastSpell8(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
local function onCastSpell9(parameters)
doCombat(parameters.cid, combat9, parameters.var)
end
local function onCastSpell10(parameters)
doCombat(parameters.cid, combat10, parameters.var)
end
local function onCastSpell11(parameters)
doCombat(parameters.cid, combat11, parameters.var)
end
local function onCastSpell12(parameters)
doCombat(parameters.cid, combat12, parameters.var)
end
local function onCastSpell13(parameters)
doCombat(parameters.cid, combat13, parameters.var)
end
local function onCastSpell14(parameters)
doCombat(parameters.cid, combat14, parameters.var)
end
local function onCastSpell15(parameters)
doCombat(parameters.cid, combat15, parameters.var)
end
local function onCastSpell16(parameters)
doCombat(parameters.cid, combat16, parameters.var)
end
function onCastSpell(cid, var)
local parameters = { cid = cid, var = var, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10, combat11 = combat11, combat12 = combat12, combat13 = combat13, combat14 = combat14, combat15 = combat15, combat16 = combat16 }
addEvent(onCastSpell1, 1, parameters)
addEvent(onCastSpell2, 125, parameters)
addEvent(onCastSpell3, 250, parameters)
addEvent(onCastSpell4, 375, parameters)
addEvent(onCastSpell5, 500, parameters)
addEvent(onCastSpell6, 650, parameters)
addEvent(onCastSpell7, 800, parameters)
addEvent(onCastSpell8, 820, parameters)
addEvent(onCastSpell9, 900, parameters)
addEvent(onCastSpell10, 950, parameters)
addEvent(onCastSpell11, 1100, parameters)
addEvent(onCastSpell12, 1250, parameters)
addEvent(onCastSpell13, 1400, parameters)
addEvent(onCastSpell14, 1550, parameters)
addEvent(onCastSpell15, 1700, parameters)
addEvent(onCastSpell16, 1850, parameters)
return true
end
I found this spell, but it doesn't work properly. Instead of shooting the target, it shoots yourself 16 times
I will add rep+