local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL , 0, 0, 0, 0)
local condition = createConditionObject(CONDITION_FIRE)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 1, 2000, -15)
addDamageCondition(condition, 1, 2000, -10)
addDamageCondition(condition, 1, 2000, -10)
addDamageCondition(condition, 1, 2000, -5)
addDamageCondition(condition, 1, 2000, -1)
setCombatCondition(combat, condition)
function onUseWeapon(cid, var)
doCombat(cid, combat, var)
end
esta arma quema... en el "weapons.xml" colocas la id de el arma q quieres q haga esto.. ejemplo: la fire axe o fire sword
tambien puedes hacer esta..
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_BLOCKARMOR, 1)
setCombatParam(combat, COMBAT_PARAM_BLOCKSHIELD, 1)
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE)
setCombatFormula(combat, COMBAT_FORMULA_SKILL , 0, 0, 0, 0)
local condition = createConditionObject(CONDITION_ENERGY)
setConditionParam(condition, CONDITION_PARAM_DELAYED, 1)
addDamageCondition(condition, 1, 2000, -15)
addDamageCondition(condition, 1, 2000, -10)
addDamageCondition(condition, 1, 2000, -10)
addDamageCondition(condition, 1, 2000, -5)
addDamageCondition(condition, 1, 2000, -1)
setCombatCondition(combat, condition)
function onUseWeapon(cid, var)
doCombat(cid, combat, var)
end
es lo mismo pero qita con energy lo cambias en "weapons.xml"
y le colocas la id de algun arma q te guste
como el thundder hammer