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Check Poison - Printable Version

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+--- Forum: General Help (/Forum-General-Help)
+--- Thread: Check Poison (/Thread-Check-Poison)



Check Poison - ForesteR - 05-23-2015 05:38 AM

How can i check if weapon is poisoned, something like this for deadly..

IF (<ACT.MOREP> == 0,0,120)
ACT.MESSAGE Deadly Poison
ENDIF


RE: Check Poison - Shamino - 05-23-2015 06:44 AM

IF (<ACT.ISWEAPON>)
IF (<ACT.MoreZ> => 125)
ACT.MESSAGE Deadly Poison
ELIF (<ACT.MoreZ> > 0)
ACT.MESSAGE Poisoned
ENDIF
ENDIF


RE: Check Poison - ForesteR - 05-23-2015 06:53 AM

MOREZ!! WILL RETURN INT!! TKZ Shamino!

another something, how can i put ON=@TIMER to say the seconds? like

ON=@TIMER
IF (<TIMER> < 5)
SAY <TIMER>
ENDIF


RE: Check Poison - Coruja - 05-23-2015 08:52 AM

<MOREP> is the same of <MOREX>,<MOREY>,<MOREZ>,<MOREM>

but display the timer at each second is a bit tricky
the trigger @Timer is called only when the timer reach 0, not at every second. So you must do something that will store the real timer on another property (MOREX, MOREY, TAGs, etc) and keep calling TIMER=1 just to create a loop that will reduce this "real timer" at each second

example:
Code:
ON=@Create
MOREX=10  // this is the real timer
TIMER=1

ON=@Timer
IF (<MORE>)
  SAY <dMOREX>
  MOREX -= 1
  TIMER = 1
ELSE
  REMOVE
ENDIF
return 1



RE: Check Poison - ForesteR - 05-23-2015 09:04 AM

nice logic Coruja! tkz!


RE: Check Poison - ForesteR - 06-13-2015 05:06 AM

in last build, how can i put poison spell to nounparalyze character when get hited by it?