local acombat = createCombatObject()
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 255)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 5)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -1.5, -150, -1.1, -150)
local condition = createConditionObject(CONDITION_POISON)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 1, 1000, -45)
addDamageCondition(condition, 1, 1000, -40)
addDamageCondition(condition, 1, 1000, -35)
addDamageCondition(condition, 1, 1000, -34)
addDamageCondition(condition, 2, 1000, -33)
addDamageCondition(condition, 2, 1000, -32)
addDamageCondition(condition, 2, 1000, -31)
addDamageCondition(condition, 2, 1000, -30)
addDamageCondition(condition, 3, 1000, -29)
addDamageCondition(condition, 3, 1000, -25)
addDamageCondition(condition, 3, 1000, -24)
addDamageCondition(condition, 4, 1000, -23)
addDamageCondition(condition, 4, 1000, -20)
addDamageCondition(condition, 5, 1000, -19)
addDamageCondition(condition, 5, 1000, -15)
addDamageCondition(condition, 6, 1000, -10)
addDamageCondition(condition, 10, 1000, -5)
setCombatCondition(combat, condition)
local arr = {
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 1, 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},
{0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 3, 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}
}
local area = createCombatArea(arr)
setCombatArea(acombat, area)
function onTargetTile(cid, pos)
doCombat(cid,combat,positionToVariant(pos))
end
setCombatCallback(acombat, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
function onCastSpell(cid, var)
return doCombat(cid, acombat, var)
end