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Overriding combat 'misses', ACTDIFF?
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Murmur
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Post: #3
RE: Overriding combat 'misses', ACTDIFF?
Thanks for the reply darksun84.

I just tried a bunch of stuff, first here my console commands after saving e_player.scp and resynching:

Code:
Indexing 262 scripts...
WARNING:Resource 'scripts/custom/events/e_player.scp' changed, resync.
Done loading scripts (58 of 199 triggers used)
Resync complete!
Server is being PAUSED for Resync
Resync Restart
Indexing 262 scripts...
Done loading scripts (58 of 199 triggers used)
Resync complete!

Then I cleared out my ON=@HitTry event, and below that I'll type out all the different variations of code I just tried:

Code:
[EVENTS e_player]

ON=@HitTry

//Insert all the different ACTDIFF code snippets I tried below

[EOF]

Code:
ACTDIFF <= -10
ACTDIFF > -10
ACTDIFF <=  10
ACTDIFF > - 10
ACTDIFF <= - 10
ACTDIFF > -10
ACTDIFF <= 10
ACTDIFF > -10

//Then I tried all the above code lines with LOCAL. on them
//Then I tried to set LOCAL.ACTDIFF = <ACTDIFF>
//None of these seemed to change the behavior of hitting and missing at all.

I found this in https://github.com/Sphereserver/Source/b...MANUAL.TXT

Quote:ACTDIFF has no meaning in @SkillStart, because the difficulty for a skill is calculated
afterwards. You can enable the OF_Skill_DiffFirst, to make @SkillStart come first. This has
the (only known) sideffect of making @SpellCast come before @SkillStart, as is the usual.
@HitMiss is another trigger in which you can change ACTDIFF to a value equal or above 0
to hit an otherwise failing blow.

So I'm not sure whats up, I'm sure I'm just missing one simple thing.

I appreciate your time looking at this.
-Murmur[/quote]

*you glance to your left to a region you just surveyed... you glimpse a magical being, more shadow than substance, caught midway in transformation... the figure smiles, the corners of his mouth jut upwards slightly on the edges, suddenly stretched to a length not at all human...*
05-07-2017 02:33 AM
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RE: Overriding combat 'misses', ACTDIFF? - Murmur - 05-07-2017 02:33 AM

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