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Question about block/critical/headshot

insebbe123

New Member
Joined
Mar 31, 2012
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Hello everybody, im looking for some help for a block/critical/headshot script, for each weapon,
this is the script i using on all my custom weapons/wands/bows, etc
how can i add block on my armor and how can i use headshot on this script??
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 0)
setCombatParam(combat, COMBAT_PARAM_BLOCKSHIELD, 0)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SHIVERARROW)
----------------------------------------------------------------
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_BLOCKARMOR, 0)
setCombatParam(combat2, COMBAT_PARAM_BLOCKSHIELD, 0)
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SHIVERARROW)

function onGetFormulaValues(cid, level, maglevel)
    local min = -1*(level/5+maglevel*1.4)
    local max = -2*(level/5+maglevel*1.4)
    return min, max
end
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onGetFormulaValues2(cid, level, maglevel)
    local min = -3*(level/5+maglevel*1.4)
    local max = -4*(level/5+maglevel*1.4)
    return min, max
end
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues2")

function onUseWeapon(cid, var)
if isPlayer(cid) and getPlayerLevel(cid) <= 6 then
        return false
    else
randy = getPlayerLevel(cid) / 0 ---this option to if you want to edit the chance level for.. like critical or something disable it by reducing it to zero
playerpos = getPlayerPosition(cid)
rand = math.random(0, 10)
if rand >= 8 and rand <= randy then
      doSendAnimatedText(getPlayerPosition(cid),"CRITICAL!!", TEXTCOLOR_RED)
    return doCombat(cid, combat2, var)
    else
    return doCombat(cid, combat, var)
  end
end
end
 
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