local effects = {
[COMBAT_PHYSICALDAMAGE] = CONST_ME_DRAWBLOOD,
[COMBAT_ENERGYDAMAGE] = CONST_ME_ENERGYAREA,
[COMBAT_EARTHDAMAGE] = CONST_ME_POISONAREA,
[COMBAT_FIREDAMAGE] = CONST_ME_FIREAREA,
[COMBAT_ICEDAMAGE] = CONST_ME_ICEAREA,
[COMBAT_HOLYDAMAGE] = CONST_ME_HOLYAREA,
[COMBAT_DEATHDAMAGE] = CONST_ME_MORTAREA,
[COMBAT_HEALING] = CONST_ME_MAGIC_GREEN
}
function onHealthChange(creature, attacker, primaryDamage, primaryType, secondaryDamage, secondaryType, origin)
print(1)
print(creature:getName():lower())
if Monster(creature) and creature:getName():lower() == "rat" then
print(2)
print(primaryType)
if primaryType ~= COMBAT_HEALING then
print(3)
print(special.creatures.boss.cave_rat[1])...