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Overriding weapon speeds - Printable Version

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Overriding weapon speeds - BladeCraft - 02-19-2013 01:58 PM

Similar to http://forum.spherecommunity.net/Thread-Who-have-access-to-code-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.


RE: Overriding weapon speeds - admin phoenix - 02-19-2013 05:03 PM

http://tracker.sphere.torfo.org/bugs/view.php?id=2105


RE: Overriding weapon speeds - sco - 02-19-2013 05:54 PM

I don't remember exactly, but you could try setting timerd in on=@start of your weaponskill and have a look what it does.


RE: Overriding weapon speeds - BladeCraft - 02-20-2013 11:59 AM

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



RE: Overriding weapon speeds - sco - 02-20-2013 09:21 PM

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>)