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adding bonus to EFFECT= (non-damage spells) - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: adding bonus to EFFECT= (non-damage spells) (/Thread-adding-bonus-to-EFFECT-non-damage-spells) |
adding bonus to EFFECT= (non-damage spells) - ChaveS - 01-14-2013 05:59 AM if for example Clumsy has EFFECT=10 And i want to give 1 bonus for the player which is casting it, what should i do? I tryied on=@effect argn3 and @sucess argn 2 without success. is it even possible? RE: adding bonus to EFFECT= (non-damage spells) - Mordaunt - 01-14-2013 07:43 AM Do it under @Spelleffect SRC is the person who cast the spell. RE: adding bonus to EFFECT= (non-damage spells) - ChaveS - 01-14-2013 10:39 AM Didnt work too.. i.e on=@spelleffect argn3 2000 doesnt add any bonus on Agility effect for exemple RE: adding bonus to EFFECT= (non-damage spells) - Mordaunt - 01-14-2013 11:47 AM What bonus are you trying to apply? Under @Spelleffect ARGN3 is a multiplier for the spell's effect or duration http://wiki.sphere.torfo.org/index.php/@SpellEffect RE: adding bonus to EFFECT= (non-damage spells) - ChaveS - 01-14-2013 04:36 PM What ever i want... i want to add +50% of the effect for example if EFFECT=10, i want to override and give 15 of dex(in case of agility) argn3 could do it but it dont... 100.0 magery gives 1000 argn3 But if i set argn to 1500(+50%) nothing happens to EFFECT(like says on wiki) "argn3 is a multiplier for the spell's effect or duration" RE: adding bonus to EFFECT= (non-damage spells) - Shaklaban - 01-14-2013 08:08 PM maybe you can try to modify rune items off spells, if clumsy decreasing 15 dex it must be hold 15 value in i_rune_clumsy item so you can modify that value on equip like: PHP Code: [itemdef i_rune_clumsy] you can cast clumsy on a character then take a worlsave if i_rune_clumsy hold moddex on it, it must be in the save files. RE: adding bonus to EFFECT= (non-damage spells) - ChaveS - 01-15-2013 12:26 AM I made a "inject" script, i just added the effect i want on @spelleffect, then i use timerd 0 to "inject" on the i_rune_SPELL, setting it to remove the bonus effect on its @unequip Code: [FUNCTION BLESSESBONUS] Code: [typedef T_SPELL] But ill try your solution, so much better, just use @equip and @unequip ,thanks. didnt work Code: [ITEMDEF 02088] No trigger is fired RE: adding bonus to EFFECT= (non-damage spells) - RanXerox - 01-15-2013 02:01 AM I believe the @equip and @unequip triggers are not fired for spell icons because they are instantiated right on the player (as opposed to instantiated on the SERV and then "equipped" to the player.) @unequip is probably never triggered because the spell icon is destroyed right where it is when the timer runs out. RE: adding bonus to EFFECT= (non-damage spells) - ChaveS - 01-15-2013 05:37 AM yes i agree about @equip but @unequip works fine, i always used for other systems My way worked, but its a big workaround, i like to make simplest scripts. |