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Spellflag spellflag_summon doesn´t fire @effect - Printable Version

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+--- Thread: Spellflag spellflag_summon doesn´t fire @effect (/Thread-Spellflag-spellflag-summon-doesn%C2%B4t-fire-effect)



Spellflag spellflag_summon doesn´t fire @effect - admin phoenix - 08-24-2012 05:10 PM

When I create a new spell which have the spellflag | spellflag_summon the @effect trigger will not fire in my spell.

I have to script the rest of the spell with @success

Can anyone confirm this too?

gr

Phoenix


RE: Spellflag spellflag_summon doesn´t fire @effect - Shaklaban - 08-24-2012 05:38 PM

PHP Code:
[SPELL 114]
DEFNAME=s_vengeful_spirit
NAME
=Vengeful Spirit
SOUND
=019c
RUNES
=
CAST_TIME=4.0
RESOURCES
=i_reag_batwingi_reag_grave_dusti_reag_pig_iron
RUNE_ITEM
=
SCROLL_ITEM=i_scroll_vengeful_spirit
FLAGS
=SPELLFLAG_HARM|SPELLFLAG_TARG_CHAR|spellflag_summon
EFFECT_ID
=0
EFFECT
=0
DURATION
=0
MANAUSE
=41
SKILLREQ
=Necromancy 80.0
INTERRUPT
=100.0,100.0

on
=@start
freezetime 40

on
=@success
freezetime_bitir

on
=@fail
freezetime_bitir

on
=@effect
if !(<uid> = <src>)
    
src.findid.i_reveant.remove
    serv
.newnpc c_revenant
    
new.flags =<new.flags>|statf_conjured
    ref1
=<new>
    
serv.newitem i_reveant
    
new.tag.reveant=<ref1>
    new.
tag.kurban=<uid>
    
src.equip <new>
    
ref1.go <p>
    
ref1.attack <uid>
endif 

for the @effect, spell must be casted on a character or item. works in my revenant spell, which build you are using? last builds have lots of changes about spells. since i have overrided all spells im using may. release.


RE: Spellflag spellflag_summon doesn´t fire @effect - Skul - 08-28-2012 12:03 AM

There is no object with spellflag_targ_xyz, so @effect is not trigger for summons. I believe it should trigger when the NPC is first summoned upon the NPC summoned, unfortunately it's not built-in that way. You'll have to use @success and use 'newnpc' to create and alter your summons. That's just the way it is.


RE: Spellflag spellflag_summon doesn´t fire @effect - darksun84 - 08-28-2012 12:30 AM

i think he can use LOCAL.CreateObject1 @success for creating the npc!


RE: Spellflag spellflag_summon doesn´t fire @effect - Skul - 08-28-2012 01:58 AM

Yes, that does work, but that only represents the ID of the object to be created. If you want to alter the NPC (uid and it's values) you will have to recode it within the @success trigger.

I am hoping @effect will trigger on the NPC summoned for spells using spellflag_summon, as well as @effect triggered on the fields for spells with spellflag_field. We would be able to script our own little features for these objects.


RE: Spellflag spellflag_summon doesn´t fire @effect - Extreme - 08-28-2012 02:20 AM

Quote:25-07-2012, ShiryuX
- Added: SPELLFLAG_TARG_DEAD so you can create spells for dead people.
- Added: SPELLFLAG_DAMAGE for damage spells, along with HARM effect.
You can override the Damage Type under @(Spell)Effect with LOCAL.DamageType.
- Added: MAGICF_NOANIM so you can disable animation/direction update of the character in every spell.
- Modified: SPELLFLAG_SCRIPTED changes behavoir and allows to mixed with other flags.
- Modified: SPELLFLAG_FX_BOLT will totally work now. EFFECT_ID can be overrided with LOCAL.CreateObject1.
- Modified: SPELLFLAG_AREA can be used and altered. If no specified radius, default is 4.
The effect of course, if it's a custom spell, must be scripted.
- Modified: Spell Summon Creature can be overrided with LOCAL.CreateObject1.
- Modified: Limit for ANIM function, so you can play the new Gargoyle Anims now.
- Fixed: Can modify Flamestrike EFFECT_ID now.
Big Grin


RE: Spellflag spellflag_summon doesn´t fire @effect - admin phoenix - 08-28-2012 03:25 PM

@Extreme
what about if you want to use skillmenu or custom str, dex like
new.str=<eval <src.magery>/50>+<src.evalint>/80>>

So you have to softcode it like skull said Smile
and yes, that´s the reason. I don´t have spellflag_targ_xyz. that´s the reason.


RE: Spellflag spellflag_summon doesn´t fire @effect - Extreme - 08-29-2012 01:02 AM

Yeah, strange, maybe the best way is code everything :/


RE: Spellflag spellflag_summon doesn´t fire @effect - Skul - 08-29-2012 12:18 PM

I suggested it should fire @effect on field items for spellflag_field and on summons for spellflag_summon, this will allow us to add and actually use @effect for these two types of spells. We can then alter the damage and effect of flags (since this values is stored as MOREY on t_spell items (fields)) and alter the stats and skills of characters directly using @effect. We'll just have to wait, no promises, the decisions are not mine to decide, I'm only suggesting this.