local combat0_blood = createCombatObject()
setCombatParam(combat0_blood, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat0_blood, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_blood,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
-- Areas/Combat for 100ms
local combat1_blood = createCombatObject()
setCombatParam(combat1_blood, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat1_blood, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat1_blood,createCombatArea({{1, 1, 1},
{0, 2, 1},
{1, 1, 1}}))
-- Areas/Combat for 200ms
local combat2_Brush = createCombatObject()
setCombatParam(combat2_Brush, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Brush,createCombatArea({{1, 1, 1},
{1, 2, 1},
{1, 1, 1}}))
function getDmg_Brush(cid, level, maglevel)
return (1000)*-1,(1100)*-1
end
setCombatCallback(combat2_Brush, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Brush")
local dfcombat2_Brush = {CONST_ANI_HOLY,0,1,-1,1,-1,0,-1,-1,0,-1,1,-1,1,0,1,1}
-- =============== CORE FUNCTIONS ===============
local function RunPart(c,cid,var,dirList,dirEmitPos) -- Part
if (isCreature(cid)) then
doCombat(cid, c, var)
if (dirList ~= nil) then -- Emit distance effects
local i = 2;
while (i < #dirList) do
doSendDistanceShoot(dirEmitPos,{x=dirEmitPos.x-dirList[i],y=dirEmitPos.y-dirList[i+1],z=dirEmitPos.z},dirList[1])
i = i + 2
end
end
end
end
function onCastSpell(cid, var)
local startPos = getCreaturePosition(cid)
RunPart(combat0_blood,cid,var)
addEvent(RunPart,100,combat1_blood,cid,var)
addEvent(RunPart,200,combat2_Brush,cid,var,dfcombat2_Brush,startPos)
return true
end