local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, 0, 1.0, 0)
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat1, COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, CONST_ME_GREEN_RINGS)
setCombatFormula(combat1, COMBAT_FORMULA_SKILL, 0, 0, 1.0, 0)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat2, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat3, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat4, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat5, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat6, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat7, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat8 = createCombatObject()
setCombatParam(combat8, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat8, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat9 = createCombatObject()
setCombatParam(combat9, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat9, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat10, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local combat11 = createCombatObject()
setCombatParam(combat11, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
function onGetFormulaValues(cid)
min = -5
max = -15
return min, max
end
setCombatCallback(combat11, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local function onUseWeapon1(parameters)
doCombat(parameters.cid, combat, parameters.var)
end
local function onUseWeapon2(parameters)
doCombat(parameters.cid, combat1, parameters.var)
end
local function onUseWeapon3(parameters)
doCombat(parameters.cid, combat2, parameters.var)
end
local function onUseWeapon4(parameters)
doCombat(parameters.cid, combat3, parameters.var)
end
local function onUseWeapon5(parameters)
doCombat(parameters.cid, combat4, parameters.var)
end
local function onUseWeapon6(parameters)
doCombat(parameters.cid, combat5, parameters.var)
end
local function onUseWeapon7(parameters)
doCombat(parameters.cid, combat6, parameters.var)
end
local function onUseWeapon8(parameters)
doCombat(parameters.cid, combat7, parameters.var)
end
local function onUseWeapon9(parameters)
doCombat(parameters.cid, combat8, parameters.var)
end
local function onUseWeapon10(parameters)
doCombat(parameters.cid, combat9, parameters.var)
end
local function onUseWeapon11(parameters)
doCombat(parameters.cid, combat10, parameters.var)
end
local function onUseWeapon12(parameters)
doCombat(parameters.cid, combat11, parameters.var)
end
function onUseWeapon(cid, var)
local parameters = { cid = cid, var = var, combat = combat, combat1 = combat1, combat2 = combat2, combat3 = combat3, combat4 = combat4, combat5 = combat5, combat6 = combat6, combat7 = combat7, combat8 = combat8, combat9 = combat9, combat10 = combat10, combat11 = combat11 }
local target = getCreatureTarget(cid)
local chance = math.random(1,20)
if chance == 1 then
doSendAnimatedText(getPlayerPosition(target),"Poisoned!", TEXTCOLOR_GREEN)
local xchance = math.random(1,6)
if xchance == 1 then
addEvent(onUseWeapon2, 1, parameters)
addEvent(onUseWeapon3, 1000, parameters)
addEvent(onUseWeapon4, 2000, parameters)
addEvent(onUseWeapon5, 3000, parameters)
addEvent(onUseWeapon6, 4000, parameters)
addEvent(onUseWeapon7, 5000, parameters)
end
if xchance == 2 then
addEvent(onUseWeapon2, 1, parameters)
addEvent(onUseWeapon3, 1000, parameters)
addEvent(onUseWeapon4, 2000, parameters)
addEvent(onUseWeapon5, 3000, parameters)
addEvent(onUseWeapon6, 4000, parameters)
addEvent(onUseWeapon7, 5000, parameters)
addEvent(onUseWeapon8, 6000, parameters)
end
if xchance == 3 then
addEvent(onUseWeapon2, 1, parameters)
addEvent(onUseWeapon3, 1000, parameters)
addEvent(onUseWeapon4, 2000, parameters)
addEvent(onUseWeapon5, 3000, parameters)
addEvent(onUseWeapon6, 4000, parameters)
addEvent(onUseWeapon7, 5000, parameters)
addEvent(onUseWeapon8, 6000, parameters)
addEvent(onUseWeapon9, 7000, parameters)
end
if xchance == 4 then
addEvent(onUseWeapon2, 1, parameters)
addEvent(onUseWeapon3, 1000, parameters)
addEvent(onUseWeapon4, 2000, parameters)
addEvent(onUseWeapon5, 3000, parameters)
addEvent(onUseWeapon6, 4000, parameters)
addEvent(onUseWeapon7, 5000, parameters)
addEvent(onUseWeapon8, 6000, parameters)
addEvent(onUseWeapon9, 7000, parameters)
addEvent(onUseWeapon10, 8000, parameters)
end
if xchance == 5 then
addEvent(onUseWeapon2, 1, parameters)
addEvent(onUseWeapon3, 1000, parameters)
addEvent(onUseWeapon4, 2000, parameters)
addEvent(onUseWeapon5, 3000, parameters)
addEvent(onUseWeapon6, 4000, parameters)
addEvent(onUseWeapon7, 5000, parameters)
addEvent(onUseWeapon8, 6000, parameters)
addEvent(onUseWeapon9, 7000, parameters)
addEvent(onUseWeapon10, 8000, parameters)
addEvent(onUseWeapon11, 9000, parameters)
end
if xchance == 6 then
addEvent(onUseWeapon2, 1, parameters)
addEvent(onUseWeapon3, 1000, parameters)
addEvent(onUseWeapon4, 2000, parameters)
addEvent(onUseWeapon5, 3000, parameters)
addEvent(onUseWeapon6, 4000, parameters)
addEvent(onUseWeapon7, 5000, parameters)
addEvent(onUseWeapon8, 6000, parameters)
addEvent(onUseWeapon9, 7000, parameters)
addEvent(onUseWeapon10, 8000, parameters)
addEvent(onUseWeapon11, 9000, parameters)
addEvent(onUseWeapon12, 10000, parameters)
end
else
addEvent(onUseWeapon1, 1, parameters)
end
end