XuN 
Sphere Developer
    
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RE: Swing swinging at record of the fight + source
I might not get the whole concept here, the thread is full of large posts  , so I might say something already wroten:
local.AnimDelay sets a delay telling sphere how much time wait to start the animation, setting it to 1 (not 10) will emulate the old behaviour (it was doing SetTimeout(), hence firing in the next tick, NOT at the next second).
You can add different ARGN1 values for new and old enemies by using something like this:
Code:
ON=@CombatAdd //called when a combat starts (memories are added, and so) with someone.
ctag.firstStrike<src>=1 //ctag will make it faster, since people don't seem to use it a lot, it's being cleared automatically and tag count seems to be insane on most servers.
ON=@CombatDel // called when memories of a target expire out ( timer = AttackerTimeout (sphere.ini) ).
ctag.firstStrike<src> // removing this ctag.
ON=@HitTry
if (<ctag0.firstStrike<src>>) // first time we are going to thit this target
ctag.firstStrike<src> // should this be cleared after trying to hit?? we may fail, run away, etc ... you might want to have this removed on a successfull @Hit or @HitMiss.
ARGN1 += 10 // add this +1second to the delay
endif
About strike back you can try something like this:
Code:
ON=@Attack
src.attacker.add <uid>
So the target will have you as enemy and try to fight you out (if he doesn't have more enemies with higher priority, etc already).
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02-23-2016 05:56 AM |
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The following 2 users Like XuN's post:2 users Like XuN's post
Khaos (02-24-2016), Mad Gunther (02-27-2016)
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