local types = {
{type = COMBAT_HOLYDAMAGE, effects = {CONST_ME_SOUND_YELLOW, CONST_ME_FIREWORK_YELLOW, CONST_ME_HOLYDAMAGE, CONST_ME_HOLYAREA, CONST_ME_STUN}, shoot = {CONST_ANI_HOLY, CONST_ANI_SMALLHOLY}},
{type = COMBAT_FIREDAMAGE, effects = {CONST_ME_SOUND_RED, CONST_ME_FIREWORK_RED, CONST_ME_FIREAREA, CONST_ME_HITBYFIRE, CONST_ME_FIREATTACK, CONST_ME_HEARTS}, shoot = {CONST_ANI_FIRE}},
{type = COMBAT_ENERGYDAMAGE, effects = {CONST_ME_SOUND_PURPLE, CONST_ME_ENERGYHIT, CONST_ME_ENERGYAREA, CONST_ME_BIGCLOUDS, CONST_ME_PURPLEENERGY}, shoot = {CONST_ANI_ENERGY, CONST_ANI_ENERGYBALL}},
{type = COMBAT_POISONDAMAGE, effects = {CONST_ME_HITBYPOISON, CONST_ME_POISONAREA, CONST_ME_SMALLPLANTS, CONST_ME_CARNIPHILA, CONST_ME_BIGPLANTS, CONST_ME_PLANTATTACK}, shoot = {CONST_ANI_POISON}},
{type = COMBAT_ICEDAMAGE, effects = {CONST_ME_SOUND_BLUE, CONST_ME_BUBBLES, CONST_ME_ICEAREA, CONST_ME_ICETORNADO, CONST_ME_ICEATTACK, CONST_ME_GIANTICE, CONST_ME_WATERSPLASH}, shoot = {CONST_ANI_ICE, CONST_ANI_SMALLICE, CONST_ANI_SNOWBALL}},
{type = COMBAT_DEATHDAMAGE, effects = {CONST_ME_MORTAREA, CONST_ME_SMALLCLOUDS}, shoot = {CONST_ANI_DEATH, CONST_ANI_SUDDENDEATH}}
}
function onUseWeapon(cid, var)
local min = (getPlayerMagLevel(cid)*2) + getPlayerLevel(cid)/5 + 10
local max = (getPlayerMagLevel(cid)*3) + getPlayerLevel(cid)/5 + 20
local m = math.random(#types)
doTargetCombatHealth(cid, getCreatureTarget(cid), types[m].type, -min, -max, types[m].effects[math.random(#types[m].effects)])
doSendDistanceShoot(getPlayerPosition(cid), getPlayerPosition(getCreatureTarget(cid)), types[m].shoot[math.random(#types[m].shoot)])
return true
end