--[[ Burst Arrow example ]] local area = createCombatArea({ {1, 1, 1}, {1, 3, 1}, {1, 1, 1} }) local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) combat:setParameter(COMBAT_PARAM_BLOCKARMOR, true) combat:setFormula(COMBAT_FORMULA_SKILL, 0, 0, 1, 0) combat:setArea(area) local burstarrow = Weapon(WEAPON_AMMO) burstarrow.onUseWeapon = function(player, variant) if player:getSkull() == SKULL_BLACK then return false end return combat:execute(player, variant) end burstarrow:id(2546) burstarrow:attack(27) burstarrow:shootType(CONST_ANI_BURSTARROW) burstarrow:ammoType("arrow") burstarrow:maxHitChance(100) burstarrow:register() --[[ Wand of Vortex example ]] local wov = Weapon(WEAPON_WAND) wov:id(2190) wov:damage(8, 18) wov:element("energy") wov:level(7) wov:mana(2) wov:vocation("sorcerer", true, true) wov:vocation("master sorcerer") wov:register() --[[ Arbalest example ]] local arbalest = Weapon(WEAPON_DISTANCE) arbalest:id(5803) arbalest:slotType("two-handed") -- it's now a 2h weapon arbalest:ammoType("bolt") arbalest:range(6) arbalest:attack(2) arbalest:hitChance(2) arbalest:level(75) arbalest:wieldedUnproperly(true) arbalest:register() --[[ Earth Barbarian Axe example ]] local eba = Weapon(WEAPON_AXE) eba:id(7859) eba:attack(23) eba:defense(18, 1) eba:extraElement(5, COMBAT_EARTHDAMAGE) eba:charges(1000, true) -- showCharges = true eba:action("removecharge") eba:decayTo(2429) eba:register()