require("global"); require("magic"); function onMagicPrepare(caster, target, spell) return 0; end; function onMagicStart(caster, target, spell) return 0; end; function onMagicFinish(caster, target, spell, action) local damage = math.random(1000, 2500); -- todo: populate a global script with statuses and modifiers action.worldMasterTextId = 0x765D; -- todo: populate a global script with statuses and modifiers -- magic.HandleAttackMagic(caster, target, spell, action) -- action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636); action.effectId = bit32.bxor(0x8000000, spell.effectAnimation, 15636); return damage; end;