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Issue with custom spell
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kstanton03
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Post: #1
Issue with custom spell
I wrote a script for a regen spell. It's still in the early stages. The script works fine when a player targets themselves; however, if the player target's another player the timer equips to the caster and not the person being casted on. Any help / suggestions would be appreciated.


[Spell 200]
DEFNAME=s_regen_rank1
NAME=Regen
SOUND=snd_SPELL_GREATER_HEAL
RUNES=IVM
CAST_TIME=0
RESOURCES=
RUNE_ITEM= //i_rune_GREATER_HEAL
SCROLL_ITEM=i_scroll_GREATER_HEAL
FLAGS=SPELLFLAG_TARG_CHAR|SPELLFLAG_FX_TARG|SPELLFLAG_GOOD|spellflag_playeronly

ON=@Start
ANIM 17
SAY @,3,1 Casting Regen

ON=@Effect
local.healpower=12
local.spelltics=5

IF (<TAG0.BUFFS.REGEN>)
src.sysmessage That character already has this spell in effect.
return 1
else //NO BUFF ON
src.tag.mp -= 19
SERV.NEWITEM i_timer_regen
NEW.TAG.HEALPOWER=<local.healpower>
NEW.TAG.TICSLEFT=<local.spelltics>
NEW.EQUIP
tag.buffs.regen=<local.healpower>
RETURN 1
end if

return 1


[ITEMDEF i_timer_regen]
ID=i_memory
TYPE=t_eq_script

ON=@Create
TIMER = 3

ON=@Timer

if (<tag.TICSLEFT> < 1)
cont.TAG.BUFFS.REGEN=
REMOVE
return 1
end if

if (<cont.flags>&statf_dead)
cont.TAG.BUFFS.REGEN=
REMOVE
RETURN 1
end if

CONT.EFFECT=3,01153 ,9,30,1, 03e

if (<cont.tag.hp> < <cont.tag.maxhp>)
cont.tag.hp += <tag.HEALPOWER>
end if

if (<cont.tag.hp> > <cont.tag.maxhp>)
cont.tag.hp = <cont.tag.maxhp>
end if

local.newhits = ((<cont.tag.hp>*100) / <cont.tag.maxhp>)
cont.HITS = <local.newhits>

TAG.TICSLEFT -= 1
//cont.sysmessage You have <eval <tag.TICSLEFT>> tics to go.
//cont.say I got healed for <eval <tag.healpower>>
TIMER 3
RETURN 1
03-19-2017 06:08 AM
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Leonidas
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Post: #2
RE: Issue with custom spell
Tried testing this on my server and it wouldn't work even when targetting myself. I'd think all youd have to do is change it like this:

Code:
src.TARG.tag.mp -= 19
SERV.NEWITEM i_timer_regen
NEW.TARG.TAG.HEALPOWER=<local.healpower>
NEW.TARG.TAG.TICSLEFT=<local.spelltics>
NEW.TARG.EQUIP
tag.TARG.buffs.regen=<local.healpower>

But I can't test it so I have no idea if that'll work.
03-19-2017 01:59 PM
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kstanton03
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Post: #3
RE: Issue with custom spell
Thanks for the reply,
By mistake I cut out this part of the [Spell 200]
SKILLREQ=MAGERY 0
INTERRUPT=0,0

I tested with the NEW.TARG, however it gives me a console error of undefined keyword TARG.EQUIP. I have tried to utilize TARG in both on=@start and on=@effect. My option may have to be to keep the timer on the player who casts the spell and store the target's UID in the timer. Things definitely work a lot different when written under a spell rather than a function.
03-19-2017 07:13 PM
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Artyk
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Post: #4
RE: Issue with custom spell
I think the matter is "NEW.EQUIP" since that equips to the SRC, and in that case is the character responsible for the spell.
03-21-2017 07:57 AM
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