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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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