[CHARDEF c_hellcaller]
NAME=Hell Caller
ID=C_gargoyle
//Basics
CAN=MT_WALK|MT_RUN
MOVERATE=0
DAM=0
ARMOR=365
//TAG.HIT_SPEED= //10 = 1 Second
//Caster
RANGE=0,11 // Caster Feature
//TAG.SPELL_LAUNCH=Spell_Caster_Fireball_II 19
//TAG.SPELL_LAUNCH_CASTTIME=3
//TAG0.OFFENSE_UID=<UID>
//Loot
TAG.LOOT_DROP_1_CHANCE=4
TAG.LOOT_DROP_1=INSTANT_SCROLL_SELECT Spell_Caster_corpse_explosion_I
//TAG.LOOT_DROP_2_CHANCE=
//TAG.LOOT_DROP_2=
//TAG.LOOT_DROP_3_CHANCE=
//TAG.LOOT_DROP_3=
//Xp & Money & Level
TAG.XP_GAIN=205
TAG.MONEY_GAIN=22
TAG.LEVEL=20
//Resistances & Weaknessess
TAG.WEAKNESS_MELEE=No-Weakness
TAG.RESISTANCE_MELEE=No-Resistance
TAG.RESISTANCE_MAGIC=Fire
TAG.WEAKNESS_MAGIC=No-Weakness
TEVENTS +e_hellcaller
ON=@Create
COLOR=077a
STR=70
DEX=57
INT=80
TAG.MAXHITS=510
TAG.MAXSTAM=100
TAG.MAXMANA=0
MAXHITS=<TAG.MAXHITS>
MAXSTAM=<TAG.MAXSTAM>
MAXMANA=<TAG.MAXMANA>
NPC=BRAIN_HUMAN
KARMA={-3000 -4000}
FAME={2500 4000}
CATEGORY=Class
SUBSECTION=Evil
DESCRIPTION=(20) Hell Caller
[EVENTS e_hellcaller]
ON=@HITTRY
SRC.DAMAGE <EVAL {5 8}>,0001,<UID>,Fire
SRC.column_fire 077a
RETURN 1
[FUNCTION column_fire]
VAR.Y1=<EVAL <P.Y>+-8>
VAR.X1=<EVAL <P.X>+-8>
VAR.Z1=<EVAL <P.Z>+40>
var.column_args=i_fx_explode_ball,<ARGV[0]>,020,0,0,0,0
CASTER_Column_effect 1,-1,-1,10
CASTER_Column_effect 1,-1,1,10
CASTER_Column_effect 1,-1,0,10
CASTER_Column_effect 2,-1,-1,10
CASTER_Column_effect 2,-1,1,10
CASTER_Column_effect 2,-1,0,10
CASTER_Column_effect 3,-1,-1,10
CASTER_Column_effect 3,-1,1,10
CASTER_Column_effect 3,-1,0,10
CASTER_Column_effect 4,0,0,10
CASTER_Column_effect 4,0,1,10
CASTER_Column_effect 4,0,-1,10
CASTER_Column_effect 5,0,0,10
CASTER_Column_effect 5,0,1,10
CASTER_Column_effect 5,0,-1,10
CASTER_Column_effect 6,0,0,10
CASTER_Column_effect 6,0,1,10
CASTER_Column_effect 6,0,-1,10
CASTER_Column_effect 7,1,0,10
CASTER_Column_effect 7,1,-1,10
CASTER_Column_effect 7,1,1,10
CASTER_Column_effect 8,1,0,10
CASTER_Column_effect 8,1,-1,10
CASTER_Column_effect 8,1,1,10
CASTER_Column_effect 9,1,0,10
CASTER_Column_effect 9,1,-1,10
CASTER_Column_effect 9,1,1,10
VAR.Y1=<EVAL <P.Y>>
VAR.X1=<EVAL <P.X>>
VAR.Z1=<EVAL <P.Z>+4>
var.column_args=i_fire,<ARGV[0]>,020,0,0,0,0
CASTER_Column_effect 1,-3,-3,10
CASTER_Column_effect 1,-3,-1,10
CASTER_Column_effect 1,2,-3,10
CASTER_Column_effect 1,2,-1,10
CASTER_Column_effect 1,-1,1,10
CASTER_Column_effect 1,-1,0,10
CASTER_Column_effect 1,1,0,10
CASTER_Column_effect 1,1,1,10
CASTER_Column_effect 1,0,3,10
CASTER_Column_effect 1,0,-2,10
CASTER_Column_effect 1,-2,1,10
CASTER_Column_effect 1,-2,-1,10
CASTER_Column_effect 1,3,-2,10
CASTER_Column_effect 1,3,0,10
var.column_args=
VAR.Y1=
VAR.X1=
VAR.Z1=
[FUNCTION CASTER_Column_effect]
Column_Effect <var.column_args>,<ARGV[0]>,<EVAL <P.Y>+<ARGV[1]>>,<EVAL <P.X>+<ARGV[2]>>,<EVAL <P.Z>+<ARGV[3]>>
[FUNCTION Column_Effect]
forclients 8
sendpacket 0c0 00 D<argv[5]> D<argv[3]> W<argv[0]> W<EVAL <VAR.X1>> W<eval <VAR.Y1>> B<EVAL <VAR.Z1>> W<EVAL <ARGV[9]>> W<EVAL <ARGV[8]>> B<EVAL <ARGV[10]>> B<argv[7]> B<argv[2]> 00 00 00 B<qval 0<argv[6]>?<argv[6]>:0> D<hval <argv[1]> - 1> D<argv[4]>
endfor