DRG Spirit Surge
Re: DRG Spirit Surge
The math for the HP boost can't be easily done inside the effect and still get removed proper so I moved the str calculation into the effect so I could use the power value to set the max hp boost instead.
The icon can be clicked off (that shouldn't be the case but is) and will persist through logout/in and disconnects, which will screw up all mob bonuses until another relog after the effect wears off. Where do I fix that at?
Haste seems to be working proper from what I can see aside from the issue with the effect icon fouling the mods applied/removed.
The icon can be clicked off (that shouldn't be the case but is) and will persist through logout/in and disconnects, which will screw up all mob bonuses until another relog after the effect wears off. Where do I fix that at?
Haste seems to be working proper from what I can see aside from the issue with the effect icon fouling the mods applied/removed.
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
Re: DRG Spirit Surge
database, both are in flags - check status_effect.hforgottenandlost wrote:The icon can be clicked off (that shouldn't be the case but is) and will persist through logout/in and disconnects, which will screw up all mob bonuses until another relog after the effect wears off. Where do I fix that at?
Re: DRG Spirit Surge
Flags for the ability in db already matched existing 2hrs so I didn't change them. Dunno why effect icon persists through session but loses its actual stats.
Patch removed pending another fix.
Patch removed pending another fix.
Last edited by TeoTwawki on Wed Nov 27, 2013 4:19 am, edited 4 times in total.
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
Re: DRG Spirit Surge
what do you mean? it needs to have the right recast ID or the client will display it wrongforgottenandlost wrote:Just an fyi/patch note/gotcha, the ability recast the original author used has been removed because something near identical was added in that file since the revision they were working with. I adjusted the scripts to use that instead.
Re: DRG Spirit Surge
It does. The original patch had a different variation, nearly identical. Don't need it in the core twice.kjLotus wrote:what do you mean? it needs to have the right recast ID or the client will display it wrongforgottenandlost wrote:Just an fyi/patch note/gotcha, the ability recast the original author used has been removed because something near identical was added in that file since the revision they were working with. I adjusted the scripts to use that instead.
Code: Select all
target:resetAbilityRecast(158); -- Jump
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target:resetRecast(RECAST_ABILITY,158); -- Jump
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
Re: DRG Spirit Surge
Still having trouble figuring out why it's not working... still isn't despawning the wyvern and giving the dragoon the stats given. Once it wears off, the stats become negative and stack onto each other too. How is the script supposed to be written? Also on a side note, how can you change .dat files and make monsters/players look like other things?
Re: DRG Spirit Surge
Ryukishi wrote: still isn't despawning the wyvern
edit: show me your effect\spirit_surge.lua and abilities\spirit_surge.lua
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target:despawnPet();
Last edited by TeoTwawki on Wed Nov 27, 2013 3:15 pm, edited 1 time in total.
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
Re: DRG Spirit Surge
put the str calc as the effects subPower and you won't have bugs related to recalculating
Re: DRG Spirit Surge
Is that 0 in therekjLotus wrote:put the str calc as the effects subPower and you won't have bugs related to recalculating
Code: Select all
, 0, duration);
Hi, I run The Demiurge server.
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live. - Martin Golding
DO NOT PRIVATE MESSAGE ME ABOUT BUGSPLS USE [ code ] CODE TAGS [ /code ] WHEN POSTING CODE
Re: DRG Spirit Surge
forgottenandlost wrote:Is that 0 in therekjLotus wrote:put the str calc as the effects subPower and you won't have bugs related to recalculatinga 2nd/sub-subpower? Used subpower to set the hp boost already and the only bug is that the effect isn't behaving like other 2hrs. When I get dc'd or logout with might strikes up I don't log back in to negative crit rate.Code: Select all
, 0, duration);
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CStatusEffect(
EFFECT id,
uint16 icon,
uint16 power,
uint32 tick,
uint32 duration,
uint16 subid = 0,
uint16 subPower = 0,
uint16 tier = 0);
i haven't really looked at the script tbh, finals comin up and whatnot, not much time for DSP right now - negative stats usually means the onEffectGain or onEffectLose is wrong (Gain should be using addMod(MOD_WHATEVER, effect:getSomething) and Lose delMod(MOD_WHATEVER, effect:getSameThing) always - should never calculate anything in gain/lose. there's three spots to store those in: power, subpower and tier)