SphereCommunity
magic issue - Printable Version

+- SphereCommunity (https://forum.spherecommunity.net)
+-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d)
+--- Forum: General Help (/Forum-General-Help)
+--- Thread: magic issue (/Thread-magic-issue)

Pages: 1 2 3


magic issue - zottolo - 01-13-2016 06:40 PM

hello everyone!!
in spite of buffs spells, summoning etc spells are working fine...damage spells keep doing no damage...
i tried to flag magery skill by skf_magic and ranged but didn't work
i tried to check function "isdamagespell" but everything's correct
Code:
[function isdamagespell]
IF ((<ARGN1> == 5) || (<ARGN1> == 12) || (<ARGN1> == 18) || (<ARGN1> == 30) || (<ARGN1> == 42) || (<ARGN1> == 49) || (<ARGN1> == 51) || (<ARGN1> == 55))
RETURN 1
ENDIF
RETURN 0
same in sphere_combat_events
Code:
if <tag0.gothitbyspell>
    if <def.scp.Combat_SpellBonus> == 1
    local.damage = <r<serv.spell.<dtag.gothitbyspell>.effect>>
    local.evalint = <eval (((<src.evaluatingintel>*3)/1000)+1)>
    local.damageinc = <eval <src.int>/10> + <eval <src.modint>/10>
        if <src.inscription> >= 100.0
        local.damageinc += 10
        endif
        if <def.scp.ItemProp_SpellDamageIncrease> == 1
            if <src.tag0.SpellDamageIncrease>
            local.damageinc += <qval (<src.tag.SpellDamageIncrease> > 15) ? 15 : <src.tag.SpellDamageIncrease>>
            endif
        endif
    argn1 = <eval <local.damage>*<local.evalint>>
    argn1 += <eval ((<argn1>*<local.damageinc>)/100)+1>
    endif
endif
if <tag0.spellhit>
    if <def.scp.NewSkills_ResistingSpells> == 1
        if <serv.spell.<tag.spellhit>.flags>&spellflag_resist
        local.resist = <eval <magicresistance>-((<src.evaluatingintel>*<spellcircle <tag.spellhit>>)/20)>
            if <local.resist> > (<r>)
            sysmessage @,,2 501783 // You feel yourself resisting magical energy.
            argn1 -= <r<eval <magicresistance>/6>,<eval <magicresistance>/4>>
            else
            argn1 -= <r<eval <magicresistance>/7>>
            endif
        endif
    endif
endif
say damage <eval <argn1>>
tag.spellhit =
tag.hbcs =
tag.gothitbyspell =

i feel so newbie O_O any idea?


RE: magic issue - Kanibal - 01-13-2016 06:52 PM

wtf? O_o`
Code:
RETURN 1
ENDIF
RETURN 0



RE: magic issue - zottolo - 01-13-2016 07:08 PM

(01-13-2016 06:52 PM)Kanibal Wrote:  wtf? O_o`
Code:
RETURN 1
ENDIF
RETURN 0

i didn't change that it was like that Big Grin

looks like is not even looking for combat event...


RE: magic issue - Artyk - 01-13-2016 11:01 PM

To check if the spell success and it's strength place this under one of the spell's code:
Code:
ON=@Success
say <ARGN2>

if it works check the target of the spell, maybe invulnerable or something else, try it without gm mode on an npc


RE: magic issue - zottolo - 01-14-2016 02:30 AM

(01-13-2016 11:01 PM)Artyk Wrote:  To check if the spell success and it's strength place this under one of the spell's code:
Code:
ON=@Success
say <ARGN2>

if it works check the target of the spell, maybe invulnerable or something else, try it without gm mode on an npc

sure i tried with normal players, none is invulnerable and i also tried upon a llama that looks healthier than me after take a flam...

-so i placed argn2 check like you said and also argn1 check under @spellsucces and i can get both values (but i assume argn1 is still a raw damage)

-i also placed checks in combat_event.scp and i can get values from @spelleffect but not from @gethit...so e_PlayerCombatEvent is called but @gethit trigger is not...

any idea? did i miss something?


RE: magic issue - rastrero - 01-14-2016 03:05 AM

ON=@gethit
say Yes, It reach gethit.


Use this kind of script to let u know where is the problem.
MAybe it reach but u target dosnt have the <Tag.hitbyspell>

anyway i need to see the entire script.

try to track <Tag.hitbyspell> when its put to the char.


RE: magic issue - zottolo - 01-14-2016 06:07 PM

i'm terribly sorry it was just a spellflag problem Sad


RE: magic issue - Sum - 03-28-2016 04:35 AM

I'am having the same issue and can't figure it out. How did you solve it?


RE: magic issue - Khaos - 03-28-2016 05:29 AM

Well Kannibal sweetie, If it is those spells it returns 1. If not, it will end the if and then return 0. There is nothing wrong with that code.

(01-13-2016 06:52 PM)Kanibal Wrote:  wtf? O_o`
Code:
RETURN 1
ENDIF
RETURN 0

Sum. Check your SpellFlags and make sure they are set to do damage. That sounded like it was the issue. Smile Maybe, if Zottolo is stilll around he might be of some help. Will look more into in a bit or later. Have been up 36 hours now and running on fumes talking to N1ghtwish on Line and coding the new base packs; which I am in spells at the moment.

Actually, if you have a list of spells that aren't working; let me know what they are and I can take a look right now. Smile


RE: magic issue - Sum - 03-28-2016 05:40 AM

Well thank you!! as an example magic arrow does no damage to npc's or players.
This goes for all of the spells that do damage. all spells the benefit the player work. I appreciate this with your sleep deprivation and all lol.
I have also removed FLAG= 1 by 1 and no change.

[Spell 5]
DEFNAME=s_magic_arrow
NAME=Magic Arrow
SOUND=snd_SPELL_MAGIC_ARROW
CAST_TIME=0.5
RUNES=IPY
RESOURCES=i_reag_black_pearl,i_reag_nightshade
RUNE_ITEM=i_rune_MAGIC_ARROW
SCROLL_ITEM=i_scroll_MAGIC_ARROW
FLAGS=SPELLFLAG_TARG_CHAR | SPELLFLAG_DIR_ANIM | SPELLFLAG_HARM| SPELLFLAG_RESIST
EFFECT_ID=0
EFFECT=5,15
DURATION=0.0
MANAUSE=4
SKILLREQ=MAGERY 10.0
INTERRUPT=100.0,100.0