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Overriding weapon speeds
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BladeCraft
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Overriding weapon speeds
Similar to http://forum.spherecommunity.net/Thread-...-Need-help, is there a way to FULLY, 100% manipulate a base weapons speed? I want to make players be able to temporarily hit NPCs like they had 20000 dex without giving them 20000 dex.
I am rusty as hell but I tried...
- changing the weapons weight attribute in game and that does not let me (is there an override tag?)
- changing the weapons speed attribute in game and that does not let me (is there an override tag?)
- setting argn1 @hit to 0 and that just makes it insta swing but still has the delay between swings
I'd prefer to work off the event triggers more than manipulating weapons but does anyone have a good way to do this?
Best way for me to describe what I want to do is that i want to change the delay between 2 swings, not make a single swing faster. ARGN1 makes so the kryss comes down instantly but than it still takes another second for the second swing to begin.
(This post was last modified: 02-19-2013 02:06 PM by BladeCraft.)
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02-19-2013 01:58 PM |
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admin phoenix
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RE: Overriding weapon speeds
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02-19-2013 05:03 PM |
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BladeCraft
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RE: Overriding weapon speeds
Phoenix, unfortunately my build is from 2008 and I dont think i have the resources to bring myself up to date right now. Thank you for sharing though because I think its a good suggestion.
Sco, I love you. Made a fun little .berserk function. I am not 100% sure how secure ACT is under skillstart but this seems to do the trick quite nicely
Code:
[function berserk]
If <isevent.e_berserk>
events -e_berserk
emote calm down as the BerSerKer leaves
else
events +e_berserk
emote are possesed by the BerSerKer
endif
[events e_berserk]
on=@hittry
//sayu [ ] is hitting <src.name>
If (<src.npc>)
argn1=
dorand 3
sound 190
sound 200
sound 220
enddo
endif
on=@skillstart
If ( (<src.action>==Skill_Swordsmanship)||(<src.action>==Skill_Macefighting)||(<src.action>==Skill_Fencing)||(<src.action>==Skill_Wrestling) )&&(<src.flags>&statf_war)&&(<act.npc>)
timerd=
endif
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02-20-2013 11:59 AM |
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sco
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Elantharil
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RE: Overriding weapon speeds
I had a look and i am using something similar for quite some years now. Never had any problem with ACT in @start in the skillsections, so i think it might be save in @skillstart as well in most cases.
But: if you want to be sure, theres a memory-item on src with link on what it's attacking.
Code:
... && (<src.memoryfindtype(memory_war_targ).link.npc>)
(This post was last modified: 02-20-2013 09:22 PM by sco.)
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02-20-2013 09:21 PM |
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