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Check Poison
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ForesteR
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Post: #1
Check Poison
How can i check if weapon is poisoned, something like this for deadly..

IF (<ACT.MOREP> == 0,0,120)
ACT.MESSAGE Deadly Poison
ENDIF
05-23-2015 05:38 AM
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Shamino
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Exilio UO

Post: #2
RE: Check Poison
IF (<ACT.ISWEAPON>)
IF (<ACT.MoreZ> => 125)
ACT.MESSAGE Deadly Poison
ELIF (<ACT.MoreZ> > 0)
ACT.MESSAGE Poisoned
ENDIF
ENDIF

"My world is hell for the infidels. My blood pleasure of the immortals"
[Image: 2ec003662b15c61da117767a59bb99bao.jpg]
(This post was last modified: 05-23-2015 06:46 AM by Shamino.)
05-23-2015 06:44 AM
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ForesteR
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Post: #3
RE: Check Poison
MOREZ!! WILL RETURN INT!! TKZ Shamino!

another something, how can i put ON=@TIMER to say the seconds? like

ON=@TIMER
IF (<TIMER> < 5)
SAY <TIMER>
ENDIF
(This post was last modified: 05-23-2015 07:01 AM by ForesteR.)
05-23-2015 06:53 AM
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Coruja
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Dimension Shard

Post: #4
RE: Check Poison
<MOREP> is the same of <MOREX>,<MOREY>,<MOREZ>,<MOREM>

but display the timer at each second is a bit tricky
the trigger @Timer is called only when the timer reach 0, not at every second. So you must do something that will store the real timer on another property (MOREX, MOREY, TAGs, etc) and keep calling TIMER=1 just to create a loop that will reduce this "real timer" at each second

example:
Code:
ON=@Create
MOREX=10  // this is the real timer
TIMER=1

ON=@Timer
IF (<MORE>)
  SAY <dMOREX>
  MOREX -= 1
  TIMER = 1
ELSE
  REMOVE
ENDIF
return 1
05-23-2015 08:52 AM
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ForesteR
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Post: #5
RE: Check Poison
nice logic Coruja! tkz!
05-23-2015 09:04 AM
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ForesteR
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Post: #6
RE: Check Poison
in last build, how can i put poison spell to nounparalyze character when get hited by it?
06-13-2015 05:06 AM
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