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Weapons special moves
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Tyxn
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Post: #1
Weapons special moves
Im using latest 56d sphere srv. Can I use special moves like mortal strike with bone harvester ? If i can how ?
10-04-2017 11:56 PM
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darksun84
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Post: #2
RE: Weapons special moves
The Special Moves effects aren't implemented but clicking (or using a macro) related to Special Move will call the trigger: @UserSpecialMove (http://wiki.spherecommunity.net/index.ph...pecialMove )
(This post was last modified: 10-05-2017 04:14 AM by darksun84.)
10-05-2017 03:18 AM
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Tyxn
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Post: #3
RE: Weapons special moves
Could you show me a simple example how to use @userspecialmove for primary and secondary ability.
10-05-2017 03:43 AM
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darksun84
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Post: #4
RE: Weapons special moves
I can't make a simple example because the whole system need to be scripted! and that's not simple.

In @UserSpecialMove there is no distinction between abilityprimary and abilitysecondary, you will have also to sort that based on the weapon equipped (or wrestling if unarmed). Also in this trigger you will need to check if the player is capable of using the primary ability or secondary ability.

@UserSpecialMove will just give you the id (stored in <ARGN1>) of the special moved clicked.

For implenting the Special Moves behaviour, you will need a lot of other triggers most probabily @Hit - @GetHit - @HitMiss and maybe @HitTry

Some Special Moves, like Defense Mastery will not use the triggers above but from what i have read, they had their own special effect.
10-05-2017 04:56 AM
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Tyxn
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Post: #5
RE: Weapons special moves
Thanks

https://forum.spherecommunity.net/Thread...light=Jeem

Here he says something about sphere comunity pack where can i download ot
10-05-2017 05:10 AM
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darksun84
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Post: #6
RE: Weapons special moves
The community pack is here:
http://scripts.sphere.torfo.org/

It's not compatible with sphere 56c and 56d.

Still you can take a look at the scripts i think Big Grin
10-05-2017 05:16 AM
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Tyxn
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Post: #7
RE: Weapons special moves
Thanks ^^
10-05-2017 06:43 AM
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