kyoushirou
I like trains
- Joined
- Apr 29, 2009
- Messages
- 224
- Reaction score
- 59
Is there any way to make a spell random area? I've tried but only made the area random each time I reload the entire spell system, what I need is something that makes it random every use... Here's what I got right now:
Lua:
local acombat, combat = createCombatObject(), createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_NONE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ARROW)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, -9, 0.3, -5)
local arr1 =
{{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), 3, math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)},
{math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1), math.random(0,1)}}
setCombatArea(acombat, createCombatArea(arr1))
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