kn4tseb   
		
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FEATURES AND A FEW QUESTIONS 
			 
			
				hey mates, as you see, its me again    and i have a few questions 
Is it possible to get the position/location where a rune is marked or when recalling where i am going?
 
Second.... would be possible to set the recently RW DAM itemdef as the damage of the weapon and not resphysical?
 
and for last, is it possible to make a trigger that fires when a player (as gargoyle) is about to fly?
 
i think new SKF Variables lets as make very efficent triggers but im not so sure how could i do one for this flying event.
 
Thank you very much!!!
			  
			
			
			
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	| 08-18-2014 12:20 PM | 
	
		
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		Extreme   
		
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	| 08-18-2014 01:14 PM | 
	
		
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		XuN   
		
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RE: FEATURES AND A FEW QUESTIONS 
			 
			
			
			
			
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	| 08-18-2014 04:48 PM | 
	
		
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		kn4tseb   
		
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RE: FEATURES AND A FEW QUESTIONS 
			 
			
				im Under linux XuN xdd havent tried.. will try todays rev... 
about the rune... already done and worked great but i still need assistance..  
i need a way to check distances between source and target when player recalls or travel with spells, might be spellbooks, wands, scrolls or runes. dunno if use @spellcast or @spellsucess 
seems to be that spellsuccess doesnt get the <ARGO> as @spellcast do it for <ACT>
 
this is what i have to check runes
 
Code: 
 on=@SpellCast // 
IF (<ISPLAYER>) 
  IF  (<ARGN1> == 32) 
    REF1=<ACT> 
    IF (<REF1.ISITEM>) 
      IF (<REF1.TYPE> == T_RUNE) 
          REF2 = <findid.i_dis_checker_mem> 
          REF2.TIMER = <R7,10> 
          REF2.TAG0.POS = <REF1.MOREP> 
      ENDIF      
    ENDIF 
  ENDIF 
ENDIF
  
first time working with spell triggers 
any way to short it out?
			  
			
			
			
				
(This post was last modified: 08-19-2014 01:39 AM by kn4tseb.)
 
				
			 
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	| 08-19-2014 01:21 AM | 
	
		
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		Coruja   
		
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RE: FEATURES AND A FEW QUESTIONS 
			 
			
				I never checked how this gargoyle "fly" hability works, but as I know it's a mount (pet) replacement 
maybe a great suggestion to customize the fly/land behavior is a new trigger @GargoyleFly, working like @Mount
 
I found this code on RunUO and it seems to have some interesting things to use on this trigger (hitpoints check, bola ball recovery, etc)
 
Code: 
         public override void ToggleFlying() 
        { 
            if (Race != Race.Gargoyle) 
            { 
                return; 
            } 
            else if (Flying) 
            { 
                Freeze(TimeSpan.FromSeconds(1)); 
                Animate(61, 10, 1, true, false, 0); 
                Flying = false; 
                BuffInfo.RemoveBuff(this, BuffIcon.Fly); 
                SendMessage("You have landed."); 
 
                BaseMount.Dismount(this); 
                return; 
            } 
 
            BlockMountType type = MountBlockReason; 
 
            if (!Alive) 
            { 
                SendLocalizedMessage(1113082); // You may not fly while dead. 
            } 
            else if (IsBodyMod && !(BodyMod == 666 || BodyMod == 667)) 
            { 
                SendLocalizedMessage(1112453); // You can't fly in your current form! 
            } 
            else if (type != BlockMountType.None) 
            { 
                switch (type) 
                { 
                    case BlockMountType.Dazed: 
                        SendLocalizedMessage(1112457); 
                        break; // You are still too dazed to fly. 
                    case BlockMountType.BolaRecovery: 
                        SendLocalizedMessage(1112455); 
                        break; // You cannot fly while recovering from a bola throw. 
                    case BlockMountType.DismountRecovery: 
                        SendLocalizedMessage(1112456); 
                        break; // You cannot fly while recovering from a dismount maneuver. 
                } 
                return; 
            } 
            else if (Hits < 25) // TODO confirm 
            { 
                SendLocalizedMessage(1112454); // You must heal before flying. 
            } 
            else 
            { 
                if (!Flying) 
                { 
                    // No message? 
                    if (Spell is FlySpell) 
                    { 
                        FlySpell spell = (FlySpell)Spell; 
                        spell.Stop(); 
                    } 
                    new FlySpell(this).Cast(); 
                } 
                else 
                { 
                    Flying = false; 
                    BuffInfo.RemoveBuff(this, BuffIcon.Fly); 
                } 
            } 
        }
  
			 
			
			
			
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	| 08-19-2014 01:42 AM | 
	
		
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		The following 1 user Likes Coruja's post:1 user Likes Coruja's post 
		kn4tseb (08-19-2014)
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		kn4tseb   
		
			Master 
			   
			
			 
			
	Posts: 392 
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Likes Received: 10 in 10 posts 
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RE: FEATURES AND A FEW QUESTIONS 
			 
			
				about RECALLING i think doing thisi get all possible ways to check old distances with new ones... any suggestion? 
Code: 
 on=@SpellSuccess 
IF (<ARGN1> == 32)         // recall spell 
REF1=<ARGO> 
REF2=<UID> 
  FORCONTTYPE T_RUNE 
  IF <REF2.P> == <MOREP>   
    REF3 = <UID>            // if more than one rune is contained, REF3 would be any of them and not the specified in the condition that it has to be the one with the char position. 
  ENDIF 
  ENDFOR 
  IF <FINDID.I_DIS_CHECKER_MEM> 
  REF4 = <FINDID.I_DIS_CHECKER_MEM.UID> 
  REF4.TIMER = <R7,10>                  
  REF4.TAG0.POS = <REF3.MOREP> 
  ENDIF 
ENDIF
  
Darn.... not possible to store a single RUNE uid when more than one is contained and the condition matches ... 
>.<
 
IS IT POSSIBLE AN ACT THAT MAKES A REFERENCE TO THE ITEM TARGETED?? LIKE in spellcast????? 
i cant use spellcast because i only wanted to work when spell succeeds.. and in spellsuccess i dont have an act :<  
help please   
			 
			
			
			
				
(This post was last modified: 08-19-2014 04:36 AM by kn4tseb.)
 
				
			 
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	| 08-19-2014 03:02 AM | 
	
		
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