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No Spellbook & No Poisoning (help me)
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Satvet
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Post: #1
No Spellbook & No Poisoning (help me)
No spellbook don't.
[Image: O0zrPQ.png]

No poisoning don't.
[Image: 4PVp54.png]
[Image: JazVvo.png]
04-15-2017 04:00 AM
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Coruja
Sphere Developer
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Dimension Shard

Post: #2
RE: No Spellbook & No Poisoning (help me)
try update your spellbook item script, some weeks ago the spellbook engine got some changes to optimize worldsave and also make them more customizable and compatible with all spell types (necromancy, spellweaving, etc), and this will require an small script update

you can read more info on changelog:
Quote:13-02-2017, Coruja
Changed: Spellbooks now store spell offset / max spells using TDATA3/TDATA4 instead MOREZ/MOREX. This will optimize worldsave files, because TDATA* can be used directly from itemdef script and doesn't need to be saved on worldfiles.
-IMPORTANT: It's HIGHLY recommended update these scripts above, otherwise spellbooks will stop working.
[sphere_item_magic_magery.scp]: Updated i_spellbook
[sphere_item_magic_necromancer_aos.scp]: Updated i_spellbook_necromancy
[sphere_item_magic_chivalry.scp]: Updated i_spellbook_chivalry
[sphere_item_magic_ninjitsu_bushido.scp]: Updated i_spellbook_bushido, i_spellbook_ninjitsu
[sphere_item_magic_spellweaving.scp]: Updated i_spellbook_spellweaving
[sphere_item_magic_mysticism.scp]: Updated i_spellbook_mystic
[sphere_item_magic_skillmasteries.scp]: Updated i_spellbook_mastery
04-15-2017 06:21 AM
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Satvet
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Post: #3
RE: No Spellbook & No Poisoning (help me)
Thank you, Coruja, I will check for updates.
I'll look at the last revisions ones.
04-15-2017 06:53 AM
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Satvet
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Post: #4
RE: No Spellbook & No Poisoning (help me)
The magic book is successful. Tnx coruja.
Quote:[Sphere_item_magic_magery.scp]: Updated i_spellbook.

"yeap."

But
Poison problem continues.
How can I give i_rune_poison a More2?

[Image: 4PVp54.png]
[Image: JazVvo.png]
04-16-2017 07:13 AM
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rastrero
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Post: #5
RE: No Spellbook & No Poisoning (help me)
src.findid.i_rune_poison.more2=200
04-16-2017 11:26 AM
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Satvet
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Post: #6
RE: No Spellbook & No Poisoning (help me)

you can't help me? do you want to try this


Quote:ON=@SUCCESS
IF !(<SRC.ACT.FLAGS>&(STATF_POISONED)) && !(<SRC.ACT.FINDID.I_RUNE_POISON>)
SRC.ACT.SKILL FAIL // }It's working!
SRC.ACT.FINDLAYER(42).TIMER=200 // }Not working!
SRC.ACT.FINDLAYER(42).MORE2=200 // }Not working!
SRC.ACT.FINDID.I_RUNE_POISON.TIMER=200 // }Not working!
SRC.ACT.FINDID.I_RUNE_POISON.MORE2=200 // }Not working!
SRC.ACT.MESSAGE Poisoned! // }It's working!
ELSE
SRC.ACT.SKILL FAIL // }It's working!
SRC.ACT.FINDLAYER(42).TIMER=200 // }Not working!
SRC.ACT.FINDLAYER(42).MORE2=200 // }Not working!
SRC.ACT.FINDID.I_RUNE_POISON.TIMER=200 // }Not working!
SRC.ACT.FINDID.I_RUNE_POISON.MORE2=200 // }Not working!
SRC.ACT.MESSAGE @,,1 Poisoned! // }It's working!
ENDIF
04-16-2017 01:06 PM
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Satvet
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Post: #7
RE: No Spellbook & No Poisoning (help me)
I did not want to open a new topic.

is mem_flags in sphere_defs.scp missing?

Quote:// FILE LAST UPDATED: Wednesday, April 12, 2017
//
VERSION=0.56d
[DEFNAME mem_flags]
memory_sawcrime 00001 // i saw them commit a crime or i was attacked criminally. i can call the guards on them.
memory_ipet 00002 // i am a pet. (this link is my master) (never time out)
memory_fight 00004 // active fight going on now. may not have done any damage.
memory_iaggressor 00008 // i was the agressor here. (good or evil)
memory_harmedby 00010 // i was attacked by them. (but they may have been retaliating)
memory_irritatedby 00020 // i saw them snoop from me or someone.
memory_speak 00040 // we spoke about something at some point. (or was tamed) (npc_mem_act_type)
memory_aggreived 00080 // i was attacked and was the inocent party here !
memory_guard 00100 // guard this item (never time out)
memory_ispawned 00200 // UNUSED!!!! i am spawned from this item. (never time out)
memory_guild 00400 // this is my guild stone. (never time out)
memory_town 00800 // this is my town stone. (never time out)
memory_friend 04000 // they can command me but not release me. (not primary blame)

---------------------------------------------------------------------------------------------

// FILE LAST UPDATED: Saturday, Oct 24, 2015
//
VERSION=0.56c
[DEFNAME mem_flags]
memory_sawcrime 00001 // i saw them commit a crime or i was attacked criminally. i can call the guards on them.
memory_ipet 00002 // i am a pet. (this link is my master) (never time out)
memory_fight 00004 // active fight going on now. may not have done any damage.
memory_iaggressor 00008 // i was the agressor here. (good or evil)
memory_harmedby 00010 // i was attacked by them. (but they may have been retaliating)
memory_irritatedby 00020 // i saw them snoop from me or someone.
memory_speak 00040 // we spoke about something at some point. (or was tamed) (npc_mem_act_type)
memory_aggreived 00080 // i was attacked and was the inocent party here !
memory_guard 00100 // guard this item (never time out)
memory_ispawned 00200 // i am spawned from this item. (never time out)
memory_guild 00400 // this is my guild stone. (never time out)
memory_town 00800 // this is my town stone. (never time out)
memory_follow 01000 // UNUSED!!!! i am following this object (never time out)
memory_war_targ 02000 // this is one of my current war targets.
memory_friend 04000
memory_gumprecord 08000 // UNUSED!!!! i've a gump opened TAG.DIALOG_NAME contain the name of the gump


would it be a problem to add these four flags?
Quote:memory_follow 01000 // UNUSED!!!! i am following this object (never time out)
memory_war_targ 02000 // this is one of my current war targets.
memory_friend 04000
memory_gumprecord 08000 // UNUSED!!!! i've a gump opened TAG.DIALOG_NAME contain the name of the gump

Quote:memory_friend 04000 (This flag already exists.)
(This post was last modified: 04-16-2017 08:15 PM by Satvet.)
04-16-2017 08:10 PM
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