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> Paralyze Field, Being Able to Cast spells, while being stuck in one.
DyingBreedUO
post 8 Mar 2010, 09:22 PM
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I got a quick question. I looked into the problem some time ago and I thought I found a few tips, and enabled a few flags in the sphere.ini. So I'm not able to access my files at the moment to tell you which flags I have enabled, but here is what I am trying to do.

My current configuration allows players to cast paralyze field, and if another player walks into it, they are completely paralyzed and cant do nothing, which is what would happen if your were paralyzed obviously. But what I want, is I want the player who is paralyzed to be able to cast spells while he is paralyzed by the field. So he has a few alternatives to get himself out. Example - Magic Arrow and explosion potion in his bag (if he had macro set to do that, and or had his bag already open that is!), or to simply just recall out, and hope the person doesnt kill him before he recalls.

Thanks for any tips or ideas that would help me take care of this. Cya.
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ShiryuX
post 8 Mar 2010, 10:15 PM
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One topic is enough. Anyway, this was the right section.
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DyingBreedUO
post 9 Mar 2010, 12:20 AM
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Yeah, totally sorry about that man. I usually don't make simple mistakes like that. For some reason I posted it, and didn't see it so I assumed I posted it in wrong section. After I reposted, I saw the double post in the same spot. I re-edited the second one lettings administrators know they can simply just remove it. I also apologized in there as well. Sorry guys for anybody who see's that stuff all day on these forum. I will most likely never make that mistake again. Cya around guys! And I really appreciate all the generous information you guys have to provide people like myself who are trying to run and manage their own dedicated server. Bye (IMG:style_emoticons/default/smile.gif)
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Skul
post 9 Mar 2010, 02:11 PM
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Well you could always tell your players that they can macro a spell to cast, other than that you should use this script:
CODE
[comment lsd]
add PACKET2=packet_0x02 in sphere.ini
add e_paralyzation to all your players.

[function packet_0x02]
if (<uid.<local.char>.tag0.paralyzed>)
uid.<local.char>.sysmessage You are frozen and can not move.
return 1
endif

[events e_paralyzation]
on=@spelleffect
if (<serv.spell.<argn1>.defname>==s_paralyze) || (<serv.spell.<argn1>.defname>==s_paralyzation_field)
if !( <flags> & statf_reflection )
  if (<findid.i_memory_spelleffect_paralyze)
   findid.i_memory_spelleffect_paralyze.timer=<eval {<serv.spell.<argn1>.duration>}>
  else
   serv.newitem=i_memory_spelleffect_paralyze
   new.timer=<eval <serv.spell.<argn1>.duration>}>
   equip=<new.uid>
  endif
  effect=3,<serv.spell.<argn1>.effect_id>,15,15,1
  sound=<serv.spell.<argn1>.sound>
  return 1
endif
elseif (<serv.spell.<argn1>.defname>==s_dispel) || (<serv.spell.<argn1>.defname>==s_mass_dispel)
if !( <flags> & statf_reflection )
  findid.i_memory_spelleffect_paralyze.remove
endif
endif

on=@itemdclick
if (<tag0.paralyzed>)
if !(<type>==t_spellbook) && !(<type>==t_spellbook_necro)
  sysmessage You are frozen and can not do that.
  return 1
endif
endif

on=@itempickup_ground
if (<tag0.paralyzed>)
sysmessage You are frozen and can not do that.
return 1
endif

on=@itempickup_pack
if (<tag0.paralyzed>)
sysmessage You are frozen and can not do that.
return 1
endif

[itemdef i_memory_spelleffect_paralyze]
defname=i_memory_spelleffect_paralyze
name=Paralyzed
id=i_rune_paralyze
type=t_eq_script

on=@equip
src.tag.paralyzed=1

on=@unequip
src.tag.paralyzed=

on=@timer
remove
return 1

[eof]
UNTESTED, let me know if this works for you, reply any errors and I'll fix it up asap.
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Skul
post 9 Mar 2010, 02:15 PM
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This script should immitate the paralyze spells, the only difference being will be the ability to use a spellbook or necro spellbook while paralyzed, other than that the script should mimic the paralyze spells.
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DyingBreedUO
post 10 Mar 2010, 03:27 PM
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Hmm, I added the items to the sphere ini as per instructed at the top, added the events to the players and relogged both of my test characters on and off. Not sure if this has to do with anything, but I have the magic flag in the sphere.ini set to not harm the player who casts spells on themselves. And flags for the paralyze field are as followed - FLAGS=SPELLFLAG_HARM | SPELLFLAG_TARG_XYZ | SPELLFLAG_FIELD| SPELLFLAG_RESIST| SPELLFLAG_NOUNPARALYZE (which has not been changed as is the same as what's set in the sphere community package). I added the rest of the code for the memory/event/and function just below the actual Paralyze Field script just so I know where to find it easy. Now here is what is happening. Monsters get stuck in the field, which is exactly what I want. But when when I cast paralyze field, and I run my other test character through it, it shows the small paralyze red sprinkle animation, but the character can still run freely in and out of it. Really appreciate these tips though, I totally feel this is exactly the direction where I need to go for this. Thanks again Skul for steppin up to the plate!
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DyingBreedUO
post 10 Mar 2010, 08:27 PM
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Okay, quick update. I had to disable the event on the players. Mainly because they were not being paralyzed and were able to run through the paralyze field, but after running around aftering walking through the field they cannot do anything, cant pick up things off ground, and prompts that they are stuck, as if they were really stuck in the field. So I noticed that script you had added a memory, so I checked that character and he had a tremendous amount of those memorys on his character, as if each para-hit was adding a new memory. Thats when I disable the even in sphere.ini and instructed him to log out, which fixed him and he did not have the memories on his character anymore that wee prohibiting him from doing any skills, etc. I can explain it a bit different if you need, sometimes it's hard to describe it at time if I'm confused myself.
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CrAzY-DaVe
post 11 Mar 2010, 02:08 PM
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Take off the event after the spell
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