@additem augment syntax

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horizon
Posts: 29
Joined: Wed Sep 24, 2014 10:28 pm

@additem augment syntax

Post by horizon » Thu Nov 13, 2014 6:34 am

Hey all, I was wondering if anyone could help me out regarding proper syntax for adding augments via @additem. Surely it is something minor I'm missing, as usual (or it isn't fully implemented yet), but any help would be great. DSP is current to 11/3 and client was updated on same day. stat mods were taken from scripts/globals/status

I know the function is written like this:
addItem( itemId, quantity, aug0, aug0val, aug1, aug1val, aug2, aug2val, aug3, aug3val, trialId );

but while playing with it and trying to add augments, no matter what I enter, I just get a random hp or mp + or - augment.

some examples: (tried both with and without commas)
@additem 16777, 1, 2, 1 = death scythe with hp+34 (expected w hp+1)
@additem 16777, 1, 2,1 (no spacing before last 1) = hp +33.
@additem 16777, 1, 3, 1 = hp +66 (was expecting hp +1%)
@additem 16777, 1, 8, 1 = hp -98 (was expecting str+1)

same test with a different item, a koenig shield, result in same values.

removing the quantity value so it just reads as:
16777, 8, 1 = hp+1.
16777, 2, 1 = hp+1.

Sorry to always trouble with minor questions!

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kjLotus
Special Guest
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Joined: Sun Jul 22, 2012 2:16 pm

Re: @additem augment syntax

Post by kjLotus » Thu Nov 13, 2014 6:42 am

why do you expect those? they are all right:
first one: augment ID 2, value 1 - augment ID 2 is HP+33, value 1 = HP+34
third one, same thing - augment ID 3 is HP+65, value 1 = HP+66
fourth one, augment ID 8 is HP-97, value 1 = HP-98

edit: if you're trying to map them to mod IDs that's not right - it's by augment ID (which is how the client displays them: https://wiki.dspt.info/index.php/Augments)

Delaide
Posts: 478
Joined: Sat Jun 14, 2014 8:58 am

Re: @additem augment syntax

Post by Delaide » Thu Nov 13, 2014 7:20 am

Question, this is useful information. Is it possible to update the wiki to reflect this?
addItem( itemId, quantity, aug0, aug0val, aug1, aug1val, aug2, aug2val, aug3, aug3val, trialId );

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demolish
Developer
Posts: 262
Joined: Thu Jul 26, 2012 7:12 am

Re: @additem augment syntax

Post by demolish » Thu Nov 13, 2014 11:33 am

Delaide wrote:Question, this is useful information. Is it possible to update the wiki to reflect this?
addItem( itemId, quantity, aug0, aug0val, aug1, aug1val, aug2, aug2val, aug3, aug3val, trialId );
done https://wiki.dspt.info/index.php/GM_Com ... _Inventory
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

horizon
Posts: 29
Joined: Wed Sep 24, 2014 10:28 pm

Re: @additem augment syntax

Post by horizon » Fri Nov 14, 2014 5:09 am

There was my problem. I was trying to reference the mod ID's, and didn't even know Augments had their own specific ID's.
Thank you yet again, and glad something useful came of it.

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