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(10, 100); 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); return damage; end;