<p>wand multi elemento ao fala !arma hielo ou !arma death etc troka o elemento
va em seu serve/mods copei e colo um arquivo .xml coloke o nome de multielementos e apage oq tem dentro e cole isso
<?xml version="1.0" encoding="UTF-8"?>
<mod name="Weapons Multi Elements" version="1.0" author="Angelshitho" contact="GamesOnCheats.net" enabled="yes">
<config name="config"><![CDATA[
config = {
min1 = 0.2, -- multiplicador de tu ml
min2 = 100, -- minimo de dano
max1 = 1.2, -- multiplicador de tu lvl
max2 = 300, -- maximo de dano
stwea = 6998, -- storage value of Weapon
stele = 6999, -- Storage value of Element
bowid = 8858 -- Bow ID
}
wea = {
["sword"] = {vl = 1, id = 8931},
["axe"] = {vl = 2, id = 8926},
["hammer"] = {vl = 3, id = 8929},
["arrow"] = {vl = 4, id = 2352},
["wand"] = {vl = 5, id = 7451}
}
ele = {
["tera"] = {vl = 1, effect = CONST_ME_CARNIPHILA},
["flam"] = {vl = 2, effect = CONST_ME_HITBYFIRE},
["energy"] = {vl = 3, effect = CONST_ME_PURPLEENERGY},
["holy"] = {vl = 4, effect = CONST_ME_HOLYDAMAGE},
["mort"] = {vl = 5, effect = CONST_ME_MORTAREA},
["frigo"] = {vl = 6, effect = CONST_ME_ICEATTACK},
["drown"] = {vl = 7, effect = CONST_ME_LOSEENERGY},
["fisico"] = {vl = 8, effect = CONST_ME_BLOCKHIT},
["random"] = {vl = 9, effect = CONST_ME_CRAPS}
}
]]></config>
<talkaction words="!arma" event="script"><![CDATA[
domodlib('config')
function onSay(cid, words, param, channel)
local t = string.explode(param, ",") -- DONT TOUCH
local weapon = wea[t[1]] -- DONT TOUCH
local element = ele[t[2]] -- DONT TOUCH
if element and weapon then
if getPlayerItemCount(cid, weapon.id) == 0 then
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Necesitas el ".. t[1].." para aplicar el elemento.")
elseif getPlayerItemCount(cid, 2352) >= 1 and getPlayerItemCount(cid, config.bowid) == 0 then
doPlayerSendCancel(cid, "Necesitas el Arco para poder usar la Arrow Multi Elementos")
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_POFF)
elseif getPlayerItemCount(cid, weapon.id) >= 1 then
setPlayerStorageValue(cid, config.stele, element.vl)
doSendMagicEffect(getCreaturePosition(cid), element.effect)
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Tu ".. t[1] .." Esta usando un daño de ".. t[2] .."!.")
else
doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "los comandos son tera, flam, energy, holy, mort, frigo, drown, fisico y random.")
end
end
return true
end
]]></talkaction>
<wand id="7451" level="1" mana="2" event="script"><![CDATA[
domodlib('config')
local tierra = createCombatObject() -- 1
setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
setCombatParam(tierra, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON)
setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fuego = createCombatObject() -- 2
setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(fuego, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local energy = createCombatObject() -- 3
setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local holy = createCombatObject() -- 4
setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local death = createCombatObject() -- 5
setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local hielo = createCombatObject() -- 6
setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
setCombatParam(hielo, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local drown = createCombatObject() -- 7
setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatParam(drown, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL)
setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fisico = createCombatObject() -- 8
setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(fisico, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_WHIRLWINDSWORD)
setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
function onUseWeapon(cid, var)
local valor = getPlayerStorageValue(cid, config.stele)
local lucky = math.random(1, 8)
if valor == 9 then
if lucky == 1 then
doCombat(cid, tierra, var)
elseif lucky == 2 then
doCombat(cid, fuego, var)
elseif lucky == 3 then
doCombat(cid, energy, var)
elseif lucky == 4 then
doCombat(cid, holy, var)
elseif lucky == 5 then
doCombat(cid, death, var)
elseif lucky == 6 then
doCombat(cid, hielo, var)
elseif lucky == 7 then
doCombat(cid, drown, var)
elseif lucky == 8 then
doCombat(cid, fisico, var)
end
else
doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var)
end
return true
end
]]>
<vocation id="1"/>
<vocation id="2"/>
</wand>
<distance id="2352" event="script"><![CDATA[
domodlib('config')
local tierra = createCombatObject() -- 1
setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
setCombatParam(tierra, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_POISON)
setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fuego = createCombatObject() -- 2
setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatParam(fuego, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_FIRE)
setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local energy = createCombatObject() -- 3
setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatParam(energy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local holy = createCombatObject() -- 4
setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_SMALLHOLY)
setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local death = createCombatObject() -- 5
setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatParam(death, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_DEATH)
setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local hielo = createCombatObject() -- 6
setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
setCombatParam(hielo, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ICE)
setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local drown = createCombatObject() -- 7
setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatParam(drown, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGYBALL)
setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fisico = createCombatObject() -- 8
setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatParam(fisico, COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR)
setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
function onUseWeapon(cid, var)
local valor = getPlayerStorageValue(cid, config.stele)
local lucky = math.random(1, 8)
if valor == 9 then
if lucky == 1 then
doCombat(cid, tierra, var)
elseif lucky == 2 then
doCombat(cid, fuego, var)
elseif lucky == 3 then
doCombat(cid, energy, var)
elseif lucky == 4 then
doCombat(cid, holy, var)
elseif lucky == 5 then
doCombat(cid, death, var)
elseif lucky == 6 then
doCombat(cid, hielo, var)
elseif lucky == 7 then
doCombat(cid, drown, var)
elseif lucky == 8 then
doCombat(cid, fisico, var)
end
else
doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var)
end
return true
end
]]>
<vocation id="3"/>
</distance>
<melee id="8931" unproperly="1" event="script"><![CDATA[
domodlib('config')
local tierra = createCombatObject() -- 1
setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fuego = createCombatObject() -- 2
setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local energy = createCombatObject() -- 3
setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local holy = createCombatObject() -- 4
setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local death = createCombatObject() -- 5
setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local hielo = createCombatObject() -- 6
setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local drown = createCombatObject() -- 7
setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fisico = createCombatObject() -- 8
setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
function onUseWeapon(cid, var)
local valor = getPlayerStorageValue(cid, config.stele)
local lucky = math.random(1, 8)
if valor == 9 then
if lucky == 1 then
doCombat(cid, tierra, var)
elseif lucky == 2 then
doCombat(cid, fuego, var)
elseif lucky == 3 then
doCombat(cid, energy, var)
elseif lucky == 4 then
doCombat(cid, holy, var)
elseif lucky == 5 then
doCombat(cid, death, var)
elseif lucky == 6 then
doCombat(cid, hielo, var)
elseif lucky == 7 then
doCombat(cid, drown, var)
elseif lucky == 8 then
doCombat(cid, fisico, var)
end
else
doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var)
end
return true
end
]]>
<vocation id="4"/>
</melee>
<melee id="8926" unproperly="1" event="script"><![CDATA[
domodlib('config')
local tierra = createCombatObject() -- 1
setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fuego = createCombatObject() -- 2
setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local energy = createCombatObject() -- 3
setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local holy = createCombatObject() -- 4
setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local death = createCombatObject() -- 5
setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local hielo = createCombatObject() -- 6
setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local drown = createCombatObject() -- 7
setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fisico = createCombatObject() -- 8
setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
function onUseWeapon(cid, var)
local valor = getPlayerStorageValue(cid, config.stele)
local lucky = math.random(1, 8)
if valor == 9 then
if lucky == 1 then
doCombat(cid, tierra, var)
elseif lucky == 2 then
doCombat(cid, fuego, var)
elseif lucky == 3 then
doCombat(cid, energy, var)
elseif lucky == 4 then
doCombat(cid, holy, var)
elseif lucky == 5 then
doCombat(cid, death, var)
elseif lucky == 6 then
doCombat(cid, hielo, var)
elseif lucky == 7 then
doCombat(cid, drown, var)
elseif lucky == 8 then
doCombat(cid, fisico, var)
end
else
doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var)
end
return true
end
]]>
<vocation id="4"/>
</melee>
<melee id="8929" unproperly="1" event="script"><![CDATA[
domodlib('config')
local tierra = createCombatObject() -- 1
setCombatParam(tierra, COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE)
setCombatParam(tierra, COMBAT_PARAM_EFFECT, CONST_ME_HITBYPOISON)
setCombatFormula(tierra, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fuego = createCombatObject() -- 2
setCombatParam(fuego, COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
setCombatParam(fuego, COMBAT_PARAM_EFFECT, CONST_ME_HITBYFIRE)
setCombatFormula(fuego, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local energy = createCombatObject() -- 3
setCombatParam(energy, COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
setCombatParam(energy, COMBAT_PARAM_EFFECT, CONST_ME_ENERGYHIT)
setCombatFormula(energy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local holy = createCombatObject() -- 4
setCombatParam(holy, COMBAT_PARAM_TYPE, COMBAT_HOLYDAMAGE)
setCombatParam(holy, COMBAT_PARAM_EFFECT, CONST_ME_HOLYDAMAGE)
setCombatFormula(holy, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local death = createCombatObject() -- 5
setCombatParam(death, COMBAT_PARAM_TYPE, COMBAT_DEATHDAMAGE)
setCombatParam(death, COMBAT_PARAM_EFFECT, CONST_ME_MORTAREA)
setCombatFormula(death, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local hielo = createCombatObject() -- 6
setCombatParam(hielo, COMBAT_PARAM_TYPE, COMBAT_ICEDAMAGE)
setCombatParam(hielo, COMBAT_PARAM_EFFECT, CONST_ME_ICEATTACK)
setCombatFormula(hielo, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local drown = createCombatObject() -- 7
setCombatParam(drown, COMBAT_PARAM_TYPE, COMBAT_DROWNDAMAGE)
setCombatParam(drown, COMBAT_PARAM_EFFECT, CONST_ME_LOSEENERGY)
setCombatFormula(drown, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
local fisico = createCombatObject() -- 8
setCombatParam(fisico, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatParam(fisico, COMBAT_PARAM_EFFECT, CONST_ME_DRAWBLOOD)
setCombatFormula(fisico, COMBAT_FORMULA_LEVELMAGIC, -config.min1, -config.min2, -config.max1, -config.max2)
function onUseWeapon(cid, var)
local valor = getPlayerStorageValue(cid, config.stele)
local lucky = math.random(1, 8)
if valor == 9 then
if lucky == 1 then
doCombat(cid, tierra, var)
elseif lucky == 2 then
doCombat(cid, fuego, var)
elseif lucky == 3 then
doCombat(cid, energy, var)
elseif lucky == 4 then
doCombat(cid, holy, var)
elseif lucky == 5 then
doCombat(cid, death, var)
elseif lucky == 6 then
doCombat(cid, hielo, var)
elseif lucky == 7 then
doCombat(cid, drown, var)
elseif lucky == 8 then
doCombat(cid, fisico, var)
end
else
doCombat(cid, valor == 1 and tierra or valor == 2 and fuego or valor == 3 and energy or valor == 4 and holy or valor == 5 and death or valor == 6 and hielo or valor == 7 and drown or fisico, var)
end
return true
end
]]>
<vocation id="4"/>
</melee>
</mod>