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Error in a script. Help!
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Skul
Master
Posts: 413
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Joined: Jun 2012
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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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