rendered paste bodylocal combat = createCombatObject()
local xcombat = createCombatObject()
setCombatParam(xcombat, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatParam(xcombat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(xcombat, COMBAT_PARAM_TARGETCASTERORTOPMOST, 1)
setCombatParam(xcombat, COMBAT_PARAM_AGGRESSIVE, 0)
function onGetFormulaValues(cid, level, maglevel)
min = (level * 2 + maglevel * 3) * 1.7 - 30
max = (level * 2 + maglevel * 3) * 2.2
if min < 250 then
min = 250
end
return min, max
end
setCombatCallback(xcombat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local arrx = {
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 3, 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 areax = createCombatArea(arrx)
setCombatArea(xcombat, areax)
local function onCastSpell_1(param)
doCombat(param.cid, param.combat, param.var)
end
local function onCastSpell_2(param)
--player = getPlayerByName(param.name)
pos = param.name
--pos.stackpos = 253
--player = getThingfromPos(pos)
--mayNotMove(player.uid, 0)
unlock(pos)
end
function onCastSpell(cid, var)
--doCombat(cid, combat, var)
pos = getPlayerPosition(cid)
item = doCreateItem(6707,1,pos)
doDecayItem(item)
mayNotMove(cid, 1)
--name = getPlayerName(cid)
name = getPlayerPosition(cid)
local param = { cid = cid, var = var, combat = xcombat, name = name}
addEvent(onCastSpell_1, 1000, param)
addEvent(onCastSpell_1, 2000, param)
addEvent(onCastSpell_1, 3000, param)
addEvent(onCastSpell_1, 4000, param)
addEvent(onCastSpell_1, 5000, param)
addEvent(onCastSpell_1, 6000, param)
addEvent(onCastSpell_1, 7000, param)
addEvent(onCastSpell_1, 8000, param)
addEvent(onCastSpell_1, 9000, param)
addEvent(onCastSpell_1, 10000, param)
addEvent(onCastSpell_2, 10000, param)
return doCombat(cid, combat, var)
end
function unlock(ppos)
local x,y
x = 1
y = 0
while y == 0 do
ppos.stackpos = x
player = getThingfromPos(ppos)
if isPlayer(player.uid) == 1 then
mayNotMove(player.uid, 0)
end
x = x+1
if x > 8 then
y=1
end
end
end