Tente assim pra ver.
local combat = createCombatObject()
local combat5 = createCombatObject()
local combat4 = createCombatObject()
local combat3 = createCombatObject()
local combat2 = createCombatObject()
local combat1 = createCombatObject()
setCombatParam(combat1, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(combat1, COMBAT_PARAM_EFFECT, 36)
local combat2 = createCombatObject()
setCombatParam(combat2, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatFormula(combat2, COMBAT_FORMULA_LEVELMAGIC, -10, -230, -9.40, -100)
local combat3 = createCombatObject()
setCombatParam(combat3, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatFormula(combat3, COMBAT_FORMULA_LEVELMAGIC, -10, -230, -9.40, -100)
local combat4 = createCombatObject()
setCombatParam(combat4, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatFormula(combat4, COMBAT_FORMULA_LEVELMAGIC, -10, -230, -9.40, -100)
local combat5 = createCombatObject()
setCombatParam(combat5, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatFormula(combat5, COMBAT_FORMULA_LEVELMAGIC, -10, -230, -9.40, -100)
local stun = createConditionObject(CONDITION_PARALYZE)
setConditionParam(stun, CONDITION_PARAM_TICKS, 2000)
setConditionFormula(stun, -0.9, 1, -0.9, 1)
setCombatCondition(combat1, stun)
local stun = createConditionObject(CONDITION_PARALYZE)
setConditionParam(stun, CONDITION_PARAM_TICKS, 3000)
setConditionFormula(stun, -0.9, 1, -0.9, 1)
setCombatCondition(combat2, stun)
setCombatCondition(combat3, stun)
setCombatCondition(combat4, stun)
setCombatCondition(combat5, stun)
local meteor_water = createCombatObject()
setCombatParam(meteor_water, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(meteor_water, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(meteor_water, COMBAT_FORMULA_LEVELMAGIC, -10, -300, -10.66, -100)
arr = {
{0, 0, 0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 3, 1, 1, 1, 1},
{0, 1, 1, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 1, 1, 1, 1, 1, 0, 0},
{0, 0, 0, 0, 1, 0, 0, 0, 0}
}
local combat_area = createCombatArea(arr)
setCombatArea(combat, combat_area)
local function meteorCast(p)
doCombat(p.cid, p.combat, positionToVariant(p.pos))
end
local function stunEffect(cid)
doSendMagicEffect(getThingPos(cid), CONST_ME_STUN)
end
function onTargetTile(cid, pos)
if (math.random(0, 0) == 0) then
local ground = getThingfromPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 1})
if (isInArray(underWater, ground.itemid) == TRUE) then
local newpos = {x = pos.x - 9, y = pos.y - 8, z = pos.z}
addEvent(meteorCast, 100, {cid = cid, pos = pos, combat = meteor_water})
else
local newpos = {x = pos.x - 9, y = pos.y - 8, z = pos.z}
addEvent(meteorCast, 100, {cid = cid,pos = pos, combat = combat2})
addEvent(meteorCast, 100, {cid = cid,pos = pos, combat = combat3})
addEvent(meteorCast, 100, {cid = cid,pos = pos, combat = combat4})
addEvent(meteorCast, 100, {cid = cid,pos = pos, combat = combat5})
end
end
end
function onTargetTile2(cid, pos)
if (math.random(0, 6) == 1) then
local ground = getThingfromPos({x = pos.x, y = pos.y, z = pos.z, stackpos = 1})
if (isInArray(underWater, ground.itemid) == TRUE) then
local newpos = {x = pos.x - 9, y = pos.y - 8, z = pos.z}
doSendDistanceShoot(newpos, pos, 3)
addEvent(meteorCast, 100, {cid = cid, pos = pos, combat = meteor_water})
else
local newpos = {x = pos.x - 9, y = pos.y - 8, z = pos.z}
doSendDistanceShoot(newpos, pos, 3)
addEvent(meteorCast, 100, {cid = cid,pos = pos, combat = combat1})
end
end
end
setCombatCallback(combat, CALLBACK_PARAM_TARGETTILE, "onTargetTile")
setCombatCallback(combat2, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(combat3, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(combat4, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
setCombatCallback(combat5, CALLBACK_PARAM_TARGETTILE, "onTargetTile2")
function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end