local combat = createCombatObject() setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_YELLOW_RINGS) setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_POISONDAMAGE) setCombatFormula(combat, COMBAT_FORMULA_LEVELMAGIC, -2.3, -184, -3, -240) local condition = createConditionObject(CONDITION_POISON) setConditionParam(condition, CONDITION_PARAM_DELAYED, 1) addDamageCondition(condition, 1, 3000, -0) addDamageCondition(condition, 2, 3000, -26) addDamageCondition(condition, 3, 3000, -25) addDamageCondition(condition, 3, 3000, -24) addDamageCondition(condition, 4, 3000, -23) addDamageCondition(condition, 4, 3000, -22) addDamageCondition(condition, 6, 3000, -21) addDamageCondition(condition, 6, 3000, -20) addDamageCondition(condition, 8, 3000, -19) addDamageCondition(condition, 10, 3000, -18) addDamageCondition(condition, 14, 3000, -17) addDamageCondition(condition, 17, 3000, -16) addDamageCondition(condition, 19, 3000, -15) addDamageCondition(condition, 21, 3000, -14) addDamageCondition(condition, 24, 3000, -13) addDamageCondition(condition, 28, 3000, -12) addDamageCondition(condition, 32, 3000, -11) addDamageCondition(condition, 38, 3000, -10) addDamageCondition(condition, 42, 3000, -9) addDamageCondition(condition, 47, 3000, -8) addDamageCondition(condition, 51, 3000, -7) addDamageCondition(condition, 55, 3000, -6) addDamageCondition(condition, 59, 3000, -5) addDamageCondition(condition, 61, 3000, -4) addDamageCondition(condition, 64, 3000, -3) addDamageCondition(condition, 77, 3000, -2) addDamageCondition(condition, 80, 3000, -1) setCombatCondition(combat, condition) local arr = { {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 3, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}, {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0} } local area = createCombatArea(arr) setCombatArea(combat, area) function onCastSpell(cid, var) return doCombat(cid, combat, var) end