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SKF_SCRIPTED - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: SKF_SCRIPTED (/Thread-SKF-SCRIPTED) |
SKF_SCRIPTED - kn4tseb - 09-11-2014 04:38 AM Guys, i set skill veterinary as SKF_SCRIPTED and i have an issue, i cant make the skill fail. when set action to -1 it fires @Abort and i dont know how to make fire @Fail ON=@Start // Fires when the skill begins. // RETURN 1 = Prevent using the skill // RETURN 0/2 = Allow skill to be used // ACTION = -1 = Fail (@Fail). // ACTDIFF = Skill required to succeed (0-100). Set to a negative value to fail the skill. any clues Code: ON=@Start RE: SKF_SCRIPTED - Extreme - 09-11-2014 06:09 AM Hoooly shit! How many eval's do you need? Lol As I said, you need code your own bandage system because its not accessible. RE: SKF_SCRIPTED - kn4tseb - 09-11-2014 06:19 AM HAHAHAHAHAHA well i needed a lot evals im doing my own bandage system, but i dont know what it has to do with the wrong fired trigger.... when ACTION = -1 it is suppose to fire a @FAIL trigger, instead it fires @abort so i would code a simulated failing behavior but it may be a waste of time cause it might be a small bug or i m doing something wrong in the SKF SKILL thats why i ask. PD: i also tried with negative actdiff values and it prevents the skill success but fire trigger isnt fired neither. is it possible to call the trigger when failing?? i mean something like: Code: [ITEMDEF 0e21] Code: ON=@Start Re: RE: SKF_SCRIPTED - Extreme - 09-11-2014 06:50 AM (09-11-2014 06:19 AM)kn4tseb Wrote: HAHAHAHAHAHA well i needed a lot evals <EVAL ((<ACT.STR>+<ACT.DEX>+<ACT.INT>) *10)/((<VETERINARY>/10)+1)> You can simple use parenthesis to make your maths... My bandage system is fully recoded, so its not use healing/veterinary triggers. I can't understand why you are having trouble with this... Did you try @SkillFail? RE: SKF_SCRIPTED - Coruja - 09-11-2014 08:14 AM ACTION=-1 will make you stop the action, so it's the same of abort the skill (@Abort) to make sure it will fail (@Fail), you need to set a negative ACTDIFF (like -10), this will make the skill fail at the end of the action. And if you need a instant-fail just use ACTDIFF=-10 and then TIMER=0 RE: SKF_SCRIPTED - kn4tseb - 09-11-2014 08:15 AM Got it but i tried with negative ACTDIFF values and indeed it prevents the skill to success but it doesnt fire the fail trigger Well, fulltrigger @skillfail did the job, which is great, would have been perfect if negatives actdiff values fire the @fail trigger but im ok with this.. thank you both guys. RE: SKF_SCRIPTED - XuN - 09-12-2014 12:38 AM SKF_SCRIPTED means scripted ... no defaults at all ![]() RE: SKF_SCRIPTED - kn4tseb - 09-12-2014 05:24 AM understood, it's just not easy at first to know what is a default behavior and what is not.. for example @Gain and ADV_RATES .. im not so sure how they work under a SKF_SCRIPTED but they do pretty well actually, most of times there's no need to touch it, so i suppose it's something learnt by SUCCESS/ERROR intents. =] RE: SKF_SCRIPTED - XuN - 09-12-2014 03:27 PM Well, in this case... skf_scripted means .... nothing happens, absolutely nothing: no gains, fails, successes, actions, crafts, nothing at all. There's a skillgain function, skillgain skill_id,difficulty to gain, ie: skillgain alchemy,1 will make a 100% gain on alchemy skill. RE: SKF_SCRIPTED - kn4tseb - 09-13-2014 08:25 AM yes but difficulty is harder when higher??? and ARGN2 under @Gain it changes with adv_rates, nomatter if it or not SKF_SCRIPTED, its not neccesary to set a value, i suppose it checks ACT's and ACTDIFF to make some calculations about skillgaining... |