![]() |
Overriding weapon speeds - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: Overriding weapon speeds (/Thread-Overriding-weapon-speeds) |
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] 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>) |