Sim, depois foi só seguir o exemplo que deu certo, segue abaixo:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(combat, COMBAT_PARAM_EFFECT, 43)
setCombatParam(combat, COMBAT_PARAM_DISTANCEEFFECT, 36)
setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1700)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(combat2, COMBAT_PARAM_EFFECT, 31)
setCombatParam(combat2, COMBAT_PARAM_DISTANCEEFFECT, 37)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat3, COMBAT_PARAM_EFFECT, 5)
setCombatParam(combat3, COMBAT_PARAM_DISTANCEEFFECT, 3)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1800)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(combat4, COMBAT_PARAM_EFFECT, 17)
setCombatParam(combat4, COMBAT_PARAM_DISTANCEEFFECT, 10)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, 1)
setCombatParam(combat5, COMBAT_PARAM_EFFECT, 35)
setCombatParam(combat5, COMBAT_PARAM_DISTANCEEFFECT, 18)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1800)
local combat6 = createCombatObject()
setCombatParam(combat6, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(combat6, COMBAT_PARAM_EFFECT, 48)
setCombatParam(combat6, COMBAT_PARAM_DISTANCEEFFECT, 4)
setCombatFormula(combat6, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900)
local combat7 = createCombatObject()
setCombatParam(combat7, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE)
setCombatParam(combat7, COMBAT_PARAM_EFFECT, 45)
setCombatParam(combat7, COMBAT_PARAM_DISTANCEEFFECT, 38)
setCombatFormula(combat7, COMBAT_FORMULA_LEVELMAGIC, 0, -100, 0, -1900)
local condition1 = createConditionObject(CONDITION_FREEZING)
setConditionParam(condition1, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition1, 50, 2000, -75)
setCombatCondition(combat, condition1)
local condition2 = createConditionObject(CONDITION_DAZZLED)
setConditionParam(condition2, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition2, 50, 2000, -75)
setCombatCondition(combat2, condition2)
local condition3 = createConditionObject(CONDITION_FIRE)
setConditionParam(condition3, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition3, 50, 2000, -75)
setCombatCondition(combat3, condition3)
local condition4 = createConditionObject(CONDITION_CURSED)
setConditionParam(condition4, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition4, 50, 2000, -75)
setCombatCondition(combat4, condition4)
local condition5 = createConditionObject(CONDITION_BLEEDING)
setConditionParam(condition5, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition5, 50, 2000, -75)
setCombatCondition(combat5, condition5)
local condition6 = createConditionObject(CONDITION_ENERGY)
setConditionParam(condition6, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition6, 50, 2000, -75)
setCombatCondition(combat6, condition6)
local condition7 = createConditionObject(CONDITION_POISON)
setConditionParam(condition7, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition7, 50, 2000, -75)
setCombatCondition(combat7, condition7)
function onUseWeapon(cid, var)
lucky = math.random(1, 7)
if lucky == 1 then
return doCombat(cid, combat, var)
elseif lucky == 2 then
return doCombat(cid, combat2, var)
elseif lucky == 3 then
return doCombat(cid, combat3, var)
elseif lucky == 4 then
return doCombat(cid, combat4, var)
elseif lucky == 5 then
return doCombat(cid, combat5, var)
elseif lucky == 6 then
return doCombat(cid, combat6, var)
elseif lucky == 7 then
return doCombat(cid, combat7, var)
end
end