Additional Effect Script

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xelloss
Posts: 57
Joined: Sat Mar 09, 2013 1:09 am

Additional Effect Script

Post by xelloss » Thu Jan 07, 2016 11:05 pm

So, for custom setups on my server I've setup the judge's gear to be given to new players and auto-equipped ( instead of new player gear ), with the gear modified in appearance to something nice and pretty with stats that change over the player's level via latent effects. Mainly for soloing on any job, since Judge's Gear is lvl 1 and available to all jobs.

I'm specifically now trying to branch out a little bit and add additional effects. Mainly, to Judge's Arrow. It's not working and I'm not sure what I'm doing wrong.
  • Judge's Arrow are obtainable by @addquiver command ( available to all users ), which provides 99 arrows if you have the inventory. This works.
  • Judge's Arrow can be equipped, can be fired, and do damage.
  • A lua file called judges_arrow.lua has been added to /scripts/globals/items
  • SQL script exists

    Code: Select all

    INSERT INTO `item_mods` VALUES ('17326','431','1');
    I know that this number is right; it's what FFXIAH lists and I've added other affects via sql ( racc and ratk ) and observed that yes, the other adds work just fine.
I've updated / restarted the server. The additional effect will not work. Ever. I gave up on what I was attempting and just copy-pasted stuff from holy bolts, acid bolts, bloody bolts... nothing works. Nothing ever changes, the additional effect never occurs. What am I missing?

xelloss
Posts: 57
Joined: Sat Mar 09, 2013 1:09 am

Re: Additional Effect Script

Post by xelloss » Thu Jan 07, 2016 11:25 pm

I'm not sure if this has something to do with it, but another note: ever since attempting to add an additional affect to the arrows, they no longer decrement on use. In the past I ran out of arrows after using them a while. Now they forever stay at 99.

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kjLotus
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Re: Additional Effect Script

Post by kjLotus » Thu Jan 07, 2016 11:28 pm

have you verified that any other additional effects work?

if you're developing on master, you should know that I recently merged a gigantic change into it that probably broke a lot of things - so you should first make sure that it's not your code that's not working. if it isn't your code, you can post me an issue on github and i'll get it fixed asap

xelloss
Posts: 57
Joined: Sat Mar 09, 2013 1:09 am

Re: Additional Effect Script

Post by xelloss » Thu Jan 07, 2016 11:46 pm

kjLotus wrote:have you verified that any other additional effects work?

if you're developing on master, you should know that I recently merged a gigantic change into it that probably broke a lot of things - so you should first make sure that it's not your code that's not working. if it isn't your code, you can post me an issue on github and i'll get it fixed asap
Yeah, was starting to think it might be related to the AI changes. I'll have to see about getting bolts in town. I was trying to initially setup a Provoke arrow ( like Imperial Egg, but without 1 shot ) without anything to go off of since noone's coded the Egg yet ( probably cause noone would actually intentionally throw it ). But when I swapped in bolts, I expected that to work and it's not so will have to test with regular stuff here shortly.

xelloss
Posts: 57
Joined: Sat Mar 09, 2013 1:09 am

Re: Additional Effect Script

Post by xelloss » Fri Jan 08, 2016 12:32 am

It's all broken. Filed bug #2578.

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