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Weird behaviors @Dead // resurrect and parrying - Printable Version

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Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-15-2014 01:55 PM

dear friends, im using the latest rev but i had the same issues in previews ones....

first at all parring doesnt seem to be working, no attempts .. now parrys.. i even tried some triggers under this skills but nothing...

the second one is when i get killed.. when resurrecting i get a normal robe with over 250 MODAR and if i take it out i get with those negatives values of armor....

also ive been checking wrestling and no hits are made... tried with dam 1000 and 10000 skill... not a single hit is done Confused

please... suggestions? thank you very much.


RE: Weird behaviors @Dead // resurrect and parrying - Rizz - 08-15-2014 05:55 PM

Parrying just increase your total AR while carrying a shield, if you need some special features (like block the attack) you need to script them.

About the other issues... maybe you have some problem with your custom scripts... did you modify something?


RE: Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-16-2014 12:52 AM

yes i had a little error about the modar and staff but about wrestlnig and shielding... they need to be rescripted??? do you have a reference of an example for parrying?

thank you.


RE: Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-16-2014 02:34 AM

Is there any way to get which layer has been hit??? would be great for parrying :/


RE: Weird behaviors @Dead // resurrect and parrying - Extreme - 08-16-2014 02:40 AM

(08-16-2014 02:34 AM)kn4tseb Wrote:  Is there any way to get which layer has been hit??? would be great for parrying :/
No, but you can code the system to set which layer will be hitten.


RE: Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-16-2014 04:36 AM

would you give me a very short clue or tip about how to do that?
just to know how the code might start... ill do the rest


PD: Shield covers LAYER_GLOVES right?
LAYER_GLOVES gives ARMOR_HANDS

PD2: so Parrying & wrestling should b: SKF_SCRIPTED 0001 fully scripted, no hardcoded behaviour or
SKF_FIGHT 0002 considered a fight skill, maintains fight active


RE: Weird behaviors @Dead // resurrect and parrying - Extreme - 08-16-2014 04:58 AM

No buddy, Shield is layer_hand2.

You can set the layer to hit on @hittry, @hit, @gethit...


RE: Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-16-2014 06:16 AM

I know my friend but there's no such layer for armor calculations:
Body parts and Percents
10 percent from ARMOR_HEAD
5 percent from ARMOR_NECK
10 percent from ARMOR_BACK
30 percent from ARMOR_CHEST
10 percent from ARMOR_ARMS
10 percent from ARMOR_HANDS
20 percent from ARMOR_LEGS
5 percent from ARMOR_FEET

What layer covers what?
LAYER_HELM gives ARMOR_HEAD
LAYER_COLLAR gives ARMOR_NECK
LAYER_SHIRT, LAYER_CHEST, LAYER_TUNIC, LAYER_CAPE, LAYER_ROBE gives ARMOR_BACK
LAYER_SHIRT, LAYER_CHEST, LAYER_TUNIC, LAYER_ROBE gives ARMOR_CHEST
LAYER_ARMS, LAYER_CAPE, LAYER_ROBE gives ARMOR_ARMS
LAYER_GLOVES gives ARMOR_HANDS
LAYER_PANTS, LAYER_SKIRT, LAYER_HALF_APRON, LAYER_ROBE, LAYER_LEGS gives ARMOR_LEGS
LAYER_SHOES, LAYER_LEGS gives ARMOR_FEET

So i suppose if i want to check or set in the future which layer will be the only one for that i suppose would be layer_gloves...

anyway...

as im still trying to figure how actidff works ... i have this code... does it look ok?

Code:
/////// CHAR EVENT
ON=@gethit
IF (<ISPLAYER>)
IF (<FINDLAYER.2.TYPE> == T_SHIELD)
ACT = <FINDLAYER.2.UID>
//LOCAL.CHANCEOFPARRYING=1000
SKILL PARRYING
//IF !(<R2>)  // higher more difficult

//ENDIF
ENDIF
ENDIF

/////////////////// SKILL EVENT for parrying
ON=@Start
ACTDIFF = <R0,<EVAL <EVAL 1500-<PARRYING>>/<R1,5>>>

now i suppose that if actdiff success i have to code the blocking action and the skillgaining stuff


RE: Weird behaviors @Dead // resurrect and parrying - Extreme - 08-16-2014 06:38 AM

Shield AR is based on Parrying Skill.

(08-15-2014 05:55 PM)Rizz Wrote:  Parrying just increase your total AR while carrying a shield, if you need some special features (like block the attack) you need to script them.

About the other issues... maybe you have some problem with your custom scripts... did you modify something?



RE: Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-16-2014 07:03 AM

understood, one more thing extreme, when player gets hit, it receives some kind of sysmessage showing something like "char hits your bla bla and whatever"
anyway.. i want to add that: you parry the blow using the same font, do you know how it is?