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					Error in a script. Help! 
				 
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		Skul   
		
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RE: Error in a script. Help!  
			 
			
				Well you can, you'll have to redo the actual @hit idea, and return 1 to halt default processing.  an example (but not fully functional): 
Code: 
 on=@hit 
src.flags |= statf_freeze 
src.hitpoints -= <argn1> 
src.update 
return 1 //stop the actual hit
  
this idea is not fool proof since the war_flags stored as memory objects on the player will not flow through (because of the halt).  You can code this in with some design, but it is not completely flawless. 
Code: 
 [function hasfightmemory] 
if (<ischar>) 
 if (<uid.<argn1>.ischar>) 
  if (<memoryfindtype.01.link>==<argn1>) || (<memoryfindtype.04.link>==<argn1>) || (<memoryfindtype.08.link>==<argn1>) || (<memoryfindtype.010.link>==<argn1>) || (<memoryfindtype.020.link>==<argn1>) || (<memoryfindtype.080.link>==<argn1>) || (<memoryfindtype.02000.link>==<argn1>) 
   local.return 1 
  endif 
 endif 
endif 
return <dlocal.return>
  
with that function you should be able to 'mimic' a combat memory object with this  : 
Code: 
 on=@hit 
if !(<src.hasfightmemory <uid>>) 
 serv.newitem=i_memory 
 new.link=<src.uid> 
 new.name=<src.name> 
 new.color=01|04|010 //memories lol 
 src.equip=<new.uid> 
endif 
src.flags |= statf_freeze 
src.hitpoints -= <argn1> 
src.update 
return 1 //stop the actual hit
  
 
oh, and the timerf to f_unpara.
			  
			
			
 
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(This post was last modified: 07-10-2012 10:59 AM by Skul.)
 
				
			 
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	| 07-10-2012 10:59 AM | 
	
		
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