local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 87)
setCombatFormula(combat1, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr1 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{1, 2, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
local area1 = createCombatArea(arr1)
setCombatArea(combat1, area1)
local combat10 = createCombatObject()
setCombatParam(combat10, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat10, COMBAT_PARAM_EFFECT, 88)
setCombatFormula(combat10, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr10 = {
{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, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 1, 1, 1, 0, 2},
{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, 0, 0, 0},
}
local area10 = createCombatArea(arr10)
setCombatArea(combat10, area10)
local combat100 = createCombatObject()
setCombatParam(combat100, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat100, COMBAT_PARAM_EFFECT, 89)
setCombatFormula(combat100, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr100 = {
{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, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{1, 0, 0, 0, 0, 2},
{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, 0, 0, 0},
}
local area100 = createCombatArea(arr100)
setCombatArea(combat100, area100)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 89)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr2 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{2, 1, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
local area2 = createCombatArea(arr2)
setCombatArea(combat2, area2)
local combat20 = createCombatObject()
setCombatParam(combat20, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat20, COMBAT_PARAM_EFFECT, 88)
setCombatFormula(combat20, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr20 = {
{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, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 2, 0, 1, 1, 1},
{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, 0, 0, 0},
}
local area20 = createCombatArea(arr20)
setCombatArea(combat20, area20)
local combat200 = createCombatObject()
setCombatParam(combat200, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat200, COMBAT_PARAM_EFFECT, 87)
setCombatFormula(combat200, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr200 = {
{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, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{2, 0, 0, 0, 0, 1},
{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, 0, 0, 0},
}
local area200 = createCombatArea(arr200)
setCombatArea(combat200, area200)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 92)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr3 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
local area3 = createCombatArea(arr3)
setCombatArea(combat3, area3)
local combat30 = createCombatObject()
setCombatParam(combat30, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat30, COMBAT_PARAM_EFFECT, 91)
setCombatFormula(combat30, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr30 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 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},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
local area30 = createCombatArea(arr30)
setCombatArea(combat30, area30)
local combat300 = createCombatObject()
setCombatParam(combat300, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat300, COMBAT_PARAM_EFFECT, 90)
setCombatFormula(combat300, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr300 = {
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area300 = createCombatArea(arr300)
setCombatArea(combat300, area300)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 90)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr4 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 1, 0},
{0, 0, 0, 2, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
local area4 = createCombatArea(arr4)
setCombatArea(combat4, area4)
local combat40 = createCombatObject()
setCombatParam(combat40, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat40, COMBAT_PARAM_EFFECT, 91)
setCombatFormula(combat40, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr40 = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0},
{0, 0, 2, 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},
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0},
}
local area40 = createCombatArea(arr40)
setCombatArea(combat40, area40)
local combat400 = createCombatObject()
setCombatParam(combat400, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat400, COMBAT_PARAM_EFFECT, 92)
setCombatFormula(combat400, COMBAT_FORMULA_LEVELMAGIC, -8.0, 0, -9.0, 0)
local arr400 = {
{0, 0, 1, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 2, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0},
}
local area400 = createCombatArea(arr400)
setCombatArea(combat400, area400)
function ha(cid)
if getPlayerLookDir(cid) == 1 then
doCombat(cid, combat1, numberToVariant(cid))
doCombat(cid, combat10, numberToVariant(cid))
doCombat(cid, combat100, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)
elseif getPlayerLookDir(cid) == 2 then
doCombat(cid, combat4, numberToVariant(cid))
doCombat(cid, combat40, numberToVariant(cid))
doCombat(cid, combat400, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)
elseif getPlayerLookDir(cid) == 3 then
doCombat(cid, combat2, numberToVariant(cid))
doCombat(cid, combat20, numberToVariant(cid))
doCombat(cid, combat200, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)
elseif getPlayerLookDir(cid) == 0 then
doCombat(cid, combat3, numberToVariant(cid))
doCombat(cid, combat30, numberToVariant(cid))
doCombat(cid, combat300, numberToVariant(cid))
doPlayerSay(cid, 'Haaaa!', TALKTYPE_ORANGE_1)
end
end
function ma2(cid)
doPlayerSay(cid, 'Me...!', TALKTYPE_ORANGE_1)
addEvent(ha,0,cid)
end
function ha2(cid)
doPlayerSay(cid, 'Ha...!', TALKTYPE_ORANGE_1)
addEvent(ma2,0,cid)
end
function ma(cid)
doPlayerSay(cid, 'Me...!', TALKTYPE_ORANGE_1)
addEvent(ha2,0,cid)
end
function ka(cid)
doPlayerSay(cid, 'Ka...!', TALKTYPE_ORANGE_1)
addEvent(ma,0,cid)
end
function onCastSpell(cid, var)
addEvent(ka,100,cid)
return TRUE
end