-- SpellCreator generated.
-- =============== COMBAT VARS ===============
-- Areas/Combat for 0ms
local combat0_Ball = createCombatObject()
setCombatParam(combat0_Ball, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat0_Ball,createCombatArea({{2},
{1}}))
function getDmg_Ball(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat0_Ball, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Ball")
local dfcombat0_Ball = {CONST_ANI_ENERGYBALL,0,1}
-- Areas/Combat for 1400ms
local combat14_Energy = createCombatObject()
setCombatParam(combat14_Energy, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_YELLOW)
setCombatParam(combat14_Energy, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat14_Energy,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Energy(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat14_Energy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Energy")
-- Areas/Combat for 1200ms
local combat12_Ball = createCombatObject()
setCombatParam(combat12_Ball, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat12_Ball,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Ball(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat12_Ball, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Ball")
local dfcombat12_Ball = {CONST_ANI_ENERGYBALL,1,5,0,5,-1,5}
-- Areas/Combat for 1100ms
local combat11_Energy = createCombatObject()
setCombatParam(combat11_Energy, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_YELLOW)
setCombatParam(combat11_Energy, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat11_Energy,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Energy(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat11_Energy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Energy")
-- Areas/Combat for 900ms
local combat9_Ball = createCombatObject()
setCombatParam(combat9_Ball, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat9_Ball,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Ball(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat9_Ball, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Ball")
local dfcombat9_Ball = {CONST_ANI_ENERGYBALL,1,4,0,4,-1,4}
-- Areas/Combat for 800ms
local combat8_Energy = createCombatObject()
setCombatParam(combat8_Energy, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_YELLOW)
setCombatParam(combat8_Energy, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat8_Energy,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Energy(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat8_Energy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Energy")
-- Areas/Combat for 600ms
local combat6_Ball = createCombatObject()
setCombatParam(combat6_Ball, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat6_Ball,createCombatArea({{0, 2, 0},
{0, 0, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Ball(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat6_Ball, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Ball")
local dfcombat6_Ball = {CONST_ANI_ENERGYBALL,1,3,0,3,-1,3}
-- Areas/Combat for 500ms
local combat5_Energy = createCombatObject()
setCombatParam(combat5_Energy, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_YELLOW)
setCombatParam(combat5_Energy, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat5_Energy,createCombatArea({{0, 2, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Energy(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat5_Energy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Energy")
-- Areas/Combat for 300ms
local combat3_Ball = createCombatObject()
setCombatParam(combat3_Ball, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat3_Ball,createCombatArea({{0, 2, 0},
{0, 0, 0},
{1, 1, 1}}))
function getDmg_Ball(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat3_Ball, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Ball")
local dfcombat3_Ball = {CONST_ANI_ENERGYBALL,1,2,-1,2,0,2}
-- Areas/Combat for 200ms
local combat2_Energy = createCombatObject()
setCombatParam(combat2_Energy, COMBAT_PARAM_EFFECT, CONST_ME_SOUND_YELLOW)
setCombatParam(combat2_Energy, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatArea(combat2_Energy,createCombatArea({{2},
{1}}))
function getDmg_Energy(cid, level, maglevel)
return (100)*-1,(200)*-1
end
setCombatCallback(combat2_Energy, CALLBACK_PARAM_LEVELMAGICVALUE, "getDmg_Energy")
-- =============== 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_Ball,cid,var,dfcombat0_Ball,startPos)
addEvent(RunPart,1400,combat14_Energy,cid,var)
addEvent(RunPart,1200,combat12_Ball,cid,var,dfcombat12_Ball,startPos)
addEvent(RunPart,1100,combat11_Energy,cid,var)
addEvent(RunPart,900,combat9_Ball,cid,var,dfcombat9_Ball,startPos)
addEvent(RunPart,800,combat8_Energy,cid,var)
addEvent(RunPart,600,combat6_Ball,cid,var,dfcombat6_Ball,startPos)
addEvent(RunPart,500,combat5_Energy,cid,var)
addEvent(RunPart,300,combat3_Ball,cid,var,dfcombat3_Ball,startPos)
addEvent(RunPart,200,combat2_Energy,cid,var)
return true
end