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7 Mar 2010, 07:12 AM
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#1
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noob Group: Members Posts: 6 Joined: 19-May 06 Member No.: 35200 |
I just got back into sphere after a long break. I was never very good but I know a few things. I'm running .56b and in the magic weapons script, the MOREY value goes up 20 and one enchant stone is added the stronger the weapon is. When I create one any of the weapons, they all say a +0 * of power,vanq etc. None of the weapons have any added damage. In .55i that worked just fine the same way these are scripted. Anyone know why this is? I would appreciate any help (IMG:style_emoticons/default/smile.gif)
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7 Mar 2010, 11:01 AM
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#2
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squire ![]() Group: Members Posts: 43 Joined: 7-March 07 Member No.: 38844 |
hmm you seem to be correct, i think its that the clienttooltip in sphere 56b isnt built in with the +(number) in the name you will probably have to script that, and the damage doesnt seem to be effected either which could be a bug or also not supported in sphere 56b, but this can be fix with a simple damage increase script. (IMG:style_emoticons/default/tongue.gif)
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8 Mar 2010, 12:35 AM
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#3
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GM Typer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2444 Joined: 28-August 02 From: Canada Member No.: 6908 |
soemthing to help you, every 7 morey has is considered +1 magical damage, according to the old sphere 55i standards. You should do +<eval <morey> /7>, that'll give you the right number.
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8 Mar 2010, 01:09 PM
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#4
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noob Group: Members Posts: 6 Joined: 19-May 06 Member No.: 35200 |
I tried that and still nothing. I'm wondering if turning the OSI style fighting damage flag in the .ini does something with that. Also I have an idea for something that may work. If I make a character event on the equip trigger, use find layer, the id of the magic weapon, then add the damage from there. Does anyone have any ideas how this can be done. Within the weapon, I can lower the persons hits using the ON=@DAMAGE trigeer, but I'm stuck on how to do the damage modifier any other way. Feedback would be great, thanks (IMG:style_emoticons/default/wink.gif)
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9 Mar 2010, 07:52 AM
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#5
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GM Typer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2444 Joined: 28-August 02 From: Canada Member No.: 6908 |
you can use @hit trigger in a player event
CODE [events e_magic_dmg]
on=@hit if (<argo.morey>) if ( <argo.attr> & attr_magic ) argn1 += <eval <eval <argn1> *<eval <argo.morey> /7>> /100> endif endif |
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9 Mar 2010, 09:15 AM
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#6
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noob Group: Members Posts: 6 Joined: 19-May 06 Member No.: 35200 |
Ok, here's a stupid question. How do I call the event, or is automatically checked when scripts are loaded. I guess what I'm trying to ask is does the event automatically check for the morey on every hit or do I have to put the event somewhere special? THanks for your help by the way I will try that soon as I get a chance (IMG:style_emoticons/default/wink.gif)
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9 Mar 2010, 09:25 AM
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#7
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noob Group: Members Posts: 6 Joined: 19-May 06 Member No.: 35200 |
Another stupid question. That event will set the morey where it should be. but how do I actually increace the damage without set the damage in the weapon attributes. My main conflict is that when I use the OSI style fighting flag, the more the weapon damage has say from 10 damage on a wep to 30 , the higher the % gain of damage is. At 10 damage the anatomy adds 25-40% more damage, but if I use 30 damage on the wep, it adds well over 100% damage to the weapon. I have another post about that. I want OSI style combat, and the flag is the easy way to go, but if I can't fix the anatomy check problem, I'm going to have it do it myself, and i really don't have a starting point on how to do that. The ARGN1 on the @HIT trigger is the damage right? Is the ARGO the attributes of the weapon? I really can't find anywhere in the forums what those do. I'm a descent programmer when it comes to C and C++, but I don't really have a starting point on here, and those values aren't really gone over in the wiki. SO if you could help me out a bit with a starting point, I's really appreciate it. Thanks
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9 Mar 2010, 10:34 AM
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#8
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GM Typer ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2444 Joined: 28-August 02 From: Canada Member No.: 6908 |
the event can be added to any script but then has to be added to every player in-game. a way to do this is by creating a @login trigger and adding the event in there. A good place to add a @login trigger would be to the [skillclass 0] in sphere_skills.scp, that skillclass is the default skillclass of all players and supports @player triggers.
As for your other question, I'm not 100% sure how OSI works, but with sphere anything is possible if you can script it. Your second question looked more like a complaint than a request for a feature. If you want anatomy to increase damage you can add it into the @hit trigger, here is an example: CODE argn1 += <eval <eval <argn1> *<eval <anatomy> /10>> /100> //this will add damage according to the amount of anatomy you have divided by ten, divided by ten because skill is based at a tenth of a decimal but returns a value without a decimal.
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9 Mar 2010, 05:15 PM
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#9
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noob Group: Members Posts: 6 Joined: 19-May 06 Member No.: 35200 |
Thank you very much for your help man. That's what I needed to know (IMG:style_emoticons/default/wink.gif)
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Lo-Fi Version | Time is now: 1st August 2010 - 03:27 AM |