local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_INFERNALBOLT)
setCombatFormula(combat, COMBAT_FORMULA_SKILL, 0, 0, 1.0, 0)
local xCombat = createCombatObject()
setCombatParam(xCombat, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 4, 2000, -100)
addDamageCondition(condition, 6, 2000, -200)
setCombatCondition(xCombat, condition)
function onUseWeapon(cid, var)
local ret = doCombat(cid, combat, var)
if(ret == LUA_ERROR) then
return LUA_ERROR
end
local target = variantToNumber(var)
if(target ~= 0) then
-- tutaj nic nei rob
local chance = math.random(0, 100)
if(chance > 90) then
ret = doCombat(cid, xCombat, var)
end
end
return ret
end