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adding bonus to EFFECT= (non-damage spells)
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ChaveS
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Post: #7
RE: adding bonus to EFFECT= (non-damage spells)
I made a "inject" script, i just added the effect i want on @spelleffect, then i use timerd 0 to "inject" on the i_rune_SPELL, setting it to remove the bonus effect on its @unequip

Code:
[FUNCTION BLESSESBONUS]
SPELLBONUS_INJECT <args>
IF <DARGV[0]> == 9
    MODDEX += <EVAL <ARGV[1]>/3>
....

Code:
[typedef T_SPELL]
ON=@UNEQUIP
IF <MOREX> == 9
    CONT.MODDEX -= <EVAL <tag0.mod>/3>
....

But ill try your solution, so much better, just use @equip and @unequip ,thanks.

didnt work

Code:
[ITEMDEF 02088]
//Agility
DEFNAME=i_rune_agility
TYPE=T_SPELLICON
CATEGORY=Spell Icons
SUBSECTION=Second Circle
NAME=Agility

on=@create
serv.log aaa

on=@equip
serv.log

No trigger is fired
(This post was last modified: 01-15-2013 12:39 AM by ChaveS.)
01-15-2013 12:26 AM
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RE: adding bonus to EFFECT= (non-damage spells) - ChaveS - 01-15-2013 12:26 AM

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