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					Overriding weapon speeds
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		| BladeCraft  Apprentice
 
  
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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  Master
 
   
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			| RE: Overriding weapon speeds 
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	| 02-19-2013 05:03 PM |  | 
	
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		| BladeCraft  Apprentice
 
  
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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  Apprentice
 
  
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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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