Jump to content
Rinor

Admiral Cloak

Recommended Posts

Using Admiral Cloak Scripts from @KONG release..

When im using the cape and using Poss, the max gets stuck.. i need to remove cape and put it again, do it same for pet and use ticket or teleport to refresh stats, is there any idea of this? i need help..

Share this post


Link to post
Share on other sites
On 4/9/2018 at 7:53 AM, Onioni said:

you can add in pet script if cape slot cape true refresh cape stat..

Can you give me an example of refresh thing, im using a custom Elf system for pets which uses hooks and i hope there isn't a confflict between elf hooks and cape ones.. any idea?

Share this post


Link to post
Share on other sites
9 hours ago, Rinor said:

Can you give me an example of refresh thing, im using a custom Elf system for pets which uses hooks and i hope there isn't a confflict between elf hooks and cape ones.. any idea?

You need add it in fairy posse script to refresh it same way then it refresh possession. Sorry im not im pc, i don't have script ... 

Edited by Onioni

Download: Nightmare Demonic Helm

Dimension Pirates Online files: get now

New map Project: Flag PK

Black Skin 3.1.3 for pko 1: Get now

Share this post


Link to post
Share on other sites
21 hours ago, Onioni said:

You need add it in fairy posse script to refresh it same way then it refresh possession. Sorry im not im pc, i don't have script ... 

Ic, i hope you could give me a example of script to refresh it anytime you get in pc or smth..

Share this post


Link to post
Share on other sites

I still need help with this problem, this is Admiral Cloak Scripts ( @KONG Cloak )
in AttrCalculate.lua at

function Creat_Item(item, item_type, item_lv, item_event) 

under

local i = 0 
local Num = 0

i put this:

	if GetItemID(item) == cloak.conf.itemId then
            Add_Item_Attr(ITEMATTR_VAL_STR, 0)
            Add_Item_Attr(ITEMATTR_VAL_CON, 0)
            Add_Item_Attr(ITEMATTR_VAL_AGI, 0)
            Add_Item_Attr(ITEMATTR_VAL_STA, 0)
            Add_Item_Attr(ITEMATTR_VAL_DEX, 0)
	end	

in exp_and_level.lua at

function ShareTeamExp ( dead , team_atker , dead_exp , The_Killer)

i put this:

	if cloak ~= nil then
        if cloak.hasCloak(t[i]) == 1 then
            local cloakSlot = GetChaItem(t[i], 2, (cloak.conf['itemSlot'] - 1))
            if cloak.hasGem(cloakSlot, 63) == 1 then
                local gemLv = cloak.getGemLv(cloakSlot, 63);
                local multiplier = .05;
                multiplier = multiplier * gemLv;
                exp_up = exp_up + (exp_up * multiplier);
            end
        end
    end

in skilleffect.lua at

function Check_Baoliao(ATKER, DEFER, ... )

i put this:

    -- Cloak System:
    if cloak ~= nil then
        if cloak.hasCloak(ATKER) == 1 then
            local cloakSlot = GetChaItem(ATKER, 2, (cloak.conf['itemSlot'] - 1));
            if cloak.hasGem(cloakSlot, 64) == 1 then
                local gemLv = cloak.getGemLv(cloakSlot, 64);
                local multiplier = .05 * gemLv;
                mf = ((mf*100) + ((mf*100) * multiplier)) / 100;
            end
        end
    end		

and this is Cloak Scripts:
 

-- Cloak System
-------------------------------------------------------
 
 cloak = {};
    -- Cloak Upgrade Device: 7872
    -- 3611
    cloak.conf      = {
        itemId      = 3857,
        dustyId     = 7873,
        itemSlot    = 5,
        maxLv       = 10,
        statperLv   = 3
    };
    cloak.race      = {
        [1]         = 221,
        [2]         = 222,
        [3]         = 223,
        [4]         = 224
    };-- cloak.conf['statperLv']
 
    cloak.hook      = {
       tick        = cha_timer,
       melee       = Skill_Melee_End,
       range       = Skill_Range_End,
       bolt        = Skill_Xlcz_End,
       conch       = Skill_Bkcj_End
    };

    cloak.aId       = {
        [cloak.conf['itemId']] = true
    };
 
    cloak.upRate                = {};
        cloak.upRate[0]         = 1
        cloak.upRate[1]         = 1
        cloak.upRate[2]         = 1
        cloak.upRate[3]         = 1
        cloak.upRate[4]         = 1
        cloak.upRate[5]         = 1
        cloak.upRate[6]         = 1
        cloak.upRate[7]         = 1
		cloak.upRate[8]         = 1
		cloak.upRate[9]         = 1		
		cloak.upRate[10]         = 1		
 
    cloak.getCloakLv = function(item)
        local getLv = GetItemAttr(item, 55);
        if getLv > 0 then
            return getLv;
        end
        return 0;
    end
 
    cloak.hasCloak = function(cha)
        local slot = GetChaItem(cha, 2, (cloak.conf['itemSlot'] - 1));
        local slotId = GetItemID(slot);
        if slotId == cloak.conf['itemId'] then
            return 1;
        end
        return 0;
    end
 
    cloak.getGem = function(item)
        local chaCloak = {};
        local param = GetItemForgeParam(item, 1)
        --Notice(param);
        param = TansferNum(param)
        chaCloak[1] = GetNum_Part2(param)
        chaCloak[2] = GetNum_Part3(param)
        chaCloak[3] = GetNum_Part4(param)
        chaCloak[4] = GetNum_Part5(param)
        chaCloak[5] = GetNum_Part6(param)
        chaCloak[6] = GetNum_Part7(param)
        return chaCloak;
    end
 
    cloak.hasGem = function(item, stoneId)
        local gem = cloak.getGem(item);
        if gem[1] == stoneId or
            gem[3] == stoneId or
                gem[5] == stoneId then
            return 1;
        end
        return 0;
    end
 
    cloak.getGemLv = function(item, stoneId)
        local gem = cloak.getGem(item);
        if gem[1] == stoneId then
            return gem[2];
        end
        if gem[3] == stoneId then
            return gem[4];
        end
        if gem[5] == stoneId then
            return gem[6];
        end
    end
 
    -- Cloak System:
    if cloak ~= nil then
        if cloak.hasCloak(ATKER) == 1 then
            local cloakSlot = GetChaItem(ATKER, 2, (cloak.conf['itemSlot'] - 1));
            if cloak.hasGem(cloakSlot, 64) == 1 then
                local gemLv = cloak.getGemLv(cloakSlot, 64);
                local multiplier = .05 * gemLv;
                mf = ((mf*100) + ((mf*100) * multiplier)) / 100;
            end
        end
    end
 
    cloak.skill = function(ATKER, DEFER, sklv)
        if cloak.hasCloak(ATKER) == 1 then
            local cloakSlot = GetChaItem(ATKER, 2, (cloak.conf['itemSlot'] - 1));
            if cloak.hasGem(cloakSlot, 65) == 1 then
                local Percentage = Percentage_Random(.07)
                if Percentage == 1 then
                    local getStateLv = GetChaStateLv(DEFER, 214);
                    if getStateLv == 0 then
                        local gemLv = cloak.getGemLv(cloakSlot, 65);
                        AddState(ATKER, DEFER, 214, gemLv, 3);
                        local ret = gemLv * 5
                        --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Physical Resistence reduce by "..ret.." for 3 sec")
                    end
                end
            end
            if cloak.hasGem(cloakSlot, 66) == 1 then
                local Percentage = Percentage_Random(.07)
                if Percentage == 1 then
                    local getStateLv = GetChaStateLv(DEFER, 215);
                    if getStateLv == 0 then
                        local gemLv = cloak.getGemLv(cloakSlot, 66);
                        AddState(ATKER, DEFER, 215, gemLv, 3);
                        local ret = gemLv * 50
                        --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Defence reduce by "..ret.." for 3 sec")
                    end
                end
            end
            if cloak.hasGem(cloakSlot, 67) == 1 then
                local Percentage = Percentage_Random(.07)
                if Percentage == 1 then
                    local getStateLv = GetChaStateLv(DEFER, 216);
                    if getStateLv == 0 then
                        local gemLv = cloak.getGemLv(cloakSlot, 67);
                        AddState(ATKER, DEFER, 216, gemLv, 3);
                        local ret = gemLv * 10
                        --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Dodge reduce by "..ret.." for 3 sec")
                    end
                end
            end
            if cloak.hasGem(cloakSlot, 68) == 1 then
                local Percentage = Percentage_Random(.07)
                if Percentage == 1 then
                    local getStateLv = GetChaStateLv(DEFER, 217);
                    if getStateLv == 0 then
                        local gemLv = cloak.getGemLv(cloakSlot, 68);
                        AddState(ATKER, DEFER, 217, gemLv, 3);
                        local ret = gemLv * 10
                        --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Hitrate reduce by "..ret.." for 3 sec")
                    end
                end
            end
        end
    end
 
    ----------------------------------------------
    -- HOOKS:
    ----------------------------------------------
	cha_timer = function(role, freq, time)
	cloak.hook['tick'](role, freq, time)
        if IsPlayer(role) == 1 then
            -- PlayEffect(role, 319)
            local slot = GetChaItem(role, 2, (cloak.conf['itemSlot'] - 1));
            local slotId = GetItemID(slot);
            local raceId = GetChaTypeID(role);
            local state = cloak.race[raceId];
            if cloak.aId[slotId] == true then
                local cloakLv = cloak.getCloakLv(slot);
                AddState(role, role, state, cloakLv, 3600);
            else
                local hasCloak = GetChaStateLv(role, state);
                if hasCloak ~= 0 and slotId ~= cloak.conf['itemId'] then
                    --BickerNotice(role, 'asd');
                    RemoveState(role, state);
                end
				RefreshCha(role)
            end
       end
	end
 
    Skill_Melee_End = function(ATKER, DEFER, sklv)
        cloak.hook['melee'](ATKER, DEFER, sklv)
        cloak.skill(ATKER, DEFER, sklv)
    end
 
    Skill_Range_End = function(ATKER, DEFER, sklv)
        cloak.hook['range'](ATKER, DEFER, sklv)
        cloak.skill(ATKER, DEFER, sklv)
    end
 
    Skill_Xlcz_End = function(ATKER, DEFER, sklv)
        cloak.hook['bolt'](ATKER, DEFER, sklv)
        cloak.skill(ATKER, DEFER, sklv)
    end
 
   Skill_Bkcj_End = function(ATKER, DEFER, sklv)
        cloak.hook['conch'](ATKER, DEFER, sklv)
        cloak.skill(ATKER, DEFER, sklv)
    end 
 
    function ItemUse_CloakUpgrade(role, Item)
        local Cha_Boat = GetCtrlBoat ( role )
        if Cha_Boat ~=  nil then
            SystemNotice( role , "Cannot use while sailing" )
            UseItemFailed ( role )
            return
        end
        local slot = GetChaItem(role, 2, (cloak.conf['itemSlot'] - 1));
        local slotId = GetItemID(slot);
        local cloakLv = cloak.getCloakLv(slot);
        local deviceId = GetItemID(Item);
        if slotId ~= cloak.conf['itemId'] then
            BickerNotice(role, 'Cannot use ['..GetItemName(deviceId)..'] on '..GetItemName(slotId)..'!');
            UseItemFailed(role);
            return
        end
        local cloakLv = cloak.getCloakLv(slot);
        if cloakLv >= cloak.conf['maxLv'] then
            BickerNotice(role, '['..GetItemName(slotId)..'] already maxed Upgrade!');
            UseItemFailed(role);
            return
        end
        local successRate = Percentage_Random(cloak.upRate[cloakLv]);
        if successRate == 1 then
            BickerNotice(role, successRate);
            local startAttr,endAttr = ITEMATTR_VAL_STR,ITEMATTR_VAL_STA;
            local itemAttr = {};
            local increment = 1;
            for i = startAttr,endAttr do
                itemAttr[i] = GetItemAttr(slot, i);
                SetItemAttr(slot, i, itemAttr[i] + cloak.conf['statperLv']);
            end
            -- 183
            SetItemAttr(slot, 55, cloakLv + 1);
            SetItemAttr(slot, 183, cloakLv + 1);
            SynChaKitbag(role,13)
            PlayEffect(role, 345);
        else
            SystemNotice(role , "Sorry, upgrade has failed! Luckily Cloak is not damaged...");
            PlayEffect(role, 346);
        end
    end
 
    function ItemUse_CloakUnseal(role, Item)
        local Cha_Boat = GetCtrlBoat ( role )
        if Cha_Boat ~=  nil then
            SystemNotice( role , "Cannot use while sailing" )
            UseItemFailed ( role )
            return
        end
        local HasItem = CheckBagItem(role, cloak.conf['dustyId']);
        if HasItem < 1 then
            BickerNotice(role,"You need ["..GetItemName(cloak.conf['dustyId']).."] in your Inventory!");
            UseItemFailed(role);
            return
        else
            TakeItem(role, 0, cloak.conf['dustyId'], 1)
            GiveItem(role, 0, cloak.conf['itemId'], 1, 25);
            Notice(GetChaDefaultName(role)..' successfully Unsealed a '..GetItemName(cloak.conf['dustyId'])..'!');
            PlayEffect(role, 345)
            RefreshCha(role)
        end
    end
 
function State_CAPE_Add ( role , statelv )
    local strsb_dif = cloak.conf['statperLv'] * statelv
    local consb_dif = cloak.conf['statperLv'] * statelv
    local agisb_dif = cloak.conf['statperLv'] * statelv
    local dexsb_dif = cloak.conf['statperLv'] * statelv
    local stasb_dif = cloak.conf['statperLv'] * statelv
    local strsb = StrSb( role ) + strsb_dif
    SetCharaAttr( strsb , role , ATTR_STATEV_STR )
    local consb = ConSb( role ) + consb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_CON )
    local agisb = ConSb( role ) + agisb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_AGI )
    local dexsb = ConSb( role ) + dexsb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_DEX )
    local stasb = ConSb( role ) + stasb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_STA )
    ALLExAttrSet(role)	
end
 
function State_CAPE_Rem ( role , statelv )
    local strsb_dif = cloak.conf['statperLv'] * statelv
    local consb_dif = cloak.conf['statperLv'] * statelv
    local agisb_dif = cloak.conf['statperLv'] * statelv
    local dexsb_dif = cloak.conf['statperLv'] * statelv
    local stasb_dif = cloak.conf['statperLv'] * statelv
    local strsb = StrSb( role ) - strsb_dif
    SetCharaAttr( strsb , role , ATTR_STATEV_STR )
    local consb = ConSb( role ) - consb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_CON )
    local agisb = ConSb( role ) - agisb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_AGI )
    local dexsb = ConSb( role ) - dexsb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_DEX )
    local stasb = ConSb( role ) - stasb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_STA )
    ALLExAttrSet(role)	
end

function STATE_Riven_Add(role, statelv)
    local pdef_dif = 5 * statelv
    local pdef = ResistSb(role) - pdef_dif
    SetCharaAttr( pdef , role , ATTR_STATEV_PDEF )	
    ALLExAttrSet(role)  
end
 
function STATE_Riven_Rem(role, statelv)
    local pdef_dif = 5 * statelv
    local pdef = ResistSb(role) + pdef_dif
    SetCharaAttr( pdef , role , ATTR_STATEV_PDEF )	
    ALLExAttrSet(role)  
end
 
function STATE_Pierc_Add(role, statelv)
    local defsb_dif = 50 * statelv
    local defsb = DefSb(role) - defsb_dif
    SetCharaAttr( defsb , role , ATTR_STATEV_DEF )
	ALLExAttrSet(role)
end
 
function STATE_Pierc_Rem(role, statelv)
    local defsb_dif = 50 * statelv
    local defsb = DefSb(role) + defsb_dif
    SetCharaAttr( defsb , role , ATTR_STATEV_DEF )
    ALLExAttrSet(role)
end
 
function STATE_Illusory_Add(role, statelv)
    local fleesb_dif = 10 * statelv
    local fleesb = FleeSb(role) - fleesb_dif
    SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE )
    ALLExAttrSet(role)  
end
 
function STATE_Illusory_Rem(role, statelv)
    local fleesb_dif = 10 * statelv
    local fleesb = FleeSb(role) + fleesb_dif
    SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE )
    ALLExAttrSet(role)  
end
 
function STATE_Curse_Add(role, statelv)
    local hitsb_dif = 10 * statelv
    local hitsb = HitSb(role) - hitsb_dif
    SetCharaAttr( hitsb , role , ATTR_STATEV_HIT )
    ALLExAttrSet(role)
end
 
function STATE_Curse_Rem(role, statelv)
    local hitsb_dif = 10 * statelv
    local hitsb = HitSb(role) + hitsb_dif
    SetCharaAttr( hitsb , role , ATTR_STATEV_HIT )
    ALLExAttrSet(role)
end


I tried just cape with clean files and normal pet system (no customs) and i still having problem when im using Poss i need to remove cape and put it again and use teleport to refresh stats, can someone help me fix this bug??

Share this post


Link to post
Share on other sites

seems like no one wants help here. so i will . hope this works for you. 

 

add anywhere on functions.lua

 

function RemoveStats( role )

    RemoveState(role, STATE_BBRING1)
    RemoveState(role, STATE_BBRING2)
    RemoveState(role, STATE_BBRING3)
    RemoveState(role, STATE_BBRING4)
    RemoveState(role, STATE_BBRING5)
    RemoveState(role, STATE_BBRING6)
    RemoveState(role, STATE_BBRING7)
    RemoveState(role, marriage )
    RemoveState(role, STATE_VIPNECK)
    RemoveState(role, STATE_CAPE1)
    RemoveState(role, STATE_CAPE2)
    RemoveState(role, STATE_CAPE3)
    RemoveState(role, STATE_CAPE4)

    RemoveState(role, STATE_SWING)


end

 

then add this to fairy possesion skill ( skilleffect.lua

 

    RemoveStats(role)
 

 

for example:

 

--        if Part1 ==1 then ------Åж϶þת¾«Áé
            local star=0
            local statelv=lv_JL*0.025*(sklv+1)*0.05 ----lv*1/40*(skilllv+1)/2*0.1
            if Item_ID ==232 then -------------Á¦Ö®¾«Áé
    RemoveStats(role)
                --local star = GetChaAttr( role , ATTR_BSTR )*statelv
                local star = lv_JL
                SetCharaAttr(star ,role , ATTR_STATEV_STR)
            end    
            if Item_ID ==233 then -------------ÌåÖ®¾«Áé
    RemoveStats(role)
                --local star = GetChaAttr( role , ATTR_BCON )*statelv
                local star = lv_JL
                SetCharaAttr(star ,role , ATTR_STATEV_CON)
            end
            if Item_ID ==234 then -------------ÉñÖ®¾«Áé
    RemoveStats(role)
                --local star = GetChaAttr( role , ATTR_BSTA )*statelv
                local star = lv_JL
                SetCharaAttr(star ,role , ATTR_STATEV_STA)
            end
            if Item_ID ==235 then -------------ר֮¾«Áé
    RemoveStats(role)
                --local star = GetChaAttr( role , ATTR_BDEX )*statelv
                local star = lv_JL
                SetCharaAttr(star ,role , ATTR_STATEV_DEX)
            end
            if Item_ID ==236 then -------------ÃôÖ®¾«Áé
--    RemoveStats(role)
                --local star = GetChaAttr( role , ATTR_BAGI )*statelv
                local star = lv_JL
                SetCharaAttr(star ,role , ATTR_STATEV_AGI)
            end
            --if Item_ID ==237 then -------------а֮¾«Áé
            --end
            if Item_ID ==231 or  Item_ID ==681 then -------------ÔËÖ®¾«ÁéºÍĦ¶¹Ð¡×Ó¶þÊÀ
    RemoveStats(role)
                --local star = lv_JL
                local star1 = GetChaAttr( role , ATTR_BMF )
                local star = GetChaAttr( role , ATTR_BMF )*lv_JL*0.02
                local star2=star+star1
                --SystemNotice ( role , "Character current MF is "..star1 ) 
                --SystemNotice ( role , "Character current MF set as "..star2 ) 
                SetCharaAttr(star ,role , ATTR_STATEV_MF)
            end
            if Item_ID ==681 then -------------Ħ¶¹Ð¡×Ó¶þÊÀ
    RemoveStats(role)
                if str~=nil and str~=0 then
                    SetCharaAttr(str ,role , ATTR_STATEV_STR)
                end
                if con~=nil and con~=0 then
                    SetCharaAttr(con ,role , ATTR_STATEV_CON)
                end
                if sta~=nil and sta~=0 then
                    SetCharaAttr(sta ,role , ATTR_STATEV_STA)
                end
                if dex~=nil and dex~=0 then
                    SetCharaAttr(dex ,role , ATTR_STATEV_DEX)
                end
                if agi~=nil and agi~=0 then
                    SetCharaAttr(agi  ,role , ATTR_STATEV_AGI)
                end
            end
--

 

and 

function State_JLFT_Rem (role , sklv )

 

    RemoveStats(role) --

 

    SetCharaAttr(0 ,role , ATTR_STATEV_STR)
    SetCharaAttr(0 ,role , ATTR_STATEV_CON)
    SetCharaAttr(0 ,role , ATTR_STATEV_STA)
    SetCharaAttr(0 ,role , ATTR_STATEV_DEX)
    SetCharaAttr(0 ,role , ATTR_STATEV_AGI)
    SetCharaAttr(0 ,role , ATTR_STATEV_MF)
    ALLExAttrSet(role)
end

 

:D
 

 

 

Share this post


Link to post
Share on other sites
3 hours ago, Julio said:

@Julio I see some configurations with gems, but they are not added in your archive?

And as for Rinor,  I got the cloak in 5th slot, possed. -> Checked Stats -> Teleported, stats stayed the same. -> After possed finished restored to default. 

Edit: Tested this and it seems problem may still occur.

cloak.PNG

Edited by Vang
  • Like 1

Nissan-GT-R.gif

Share this post


Link to post
Share on other sites
8 hours ago, Vang said:

@Julio I see some configurations with gems, but they are not added in your archive?

And as for Rinor,  I got the cloak in 5th slot, possed. -> Checked Stats -> Teleported, stats stayed the same. -> After possed finished restored to default. 

Edit: Tested this and it seems problem may still occur.

cloak.PNG

 

I do not use the gems because I do not see any effect

and I'm pretty sure that the servers that use cloak gems have no effect either

obs: problem is in add / remove function "need to add state_YOUCLOAKEFF_rem function"
YOUCLOAKEFF = code of the effect of your cloak added in skilleff

Edited by Julio

Share this post


Link to post
Share on other sites
1 hour ago, Julio said:

 

I do not use the gems because I do not see any effect

and I'm pretty sure that the servers that use cloak gems have no effect either

obs: problem is in add / remove function "need to add state_YOUCLOAKEFF_rem function"
YOUCLOAKEFF = code of the effect of your cloak added in skilleff

This is done through skilleffect.lua?

 

This is the one provided in skillseffect.txt instructions.

function STATE_AC_Add ( role , statelv ) 
    local strsb_dif = cloak.conf['statperLv'] * statelv
    local consb_dif = cloak.conf['statperLv'] * statelv
    local agisb_dif = cloak.conf['statperLv'] * statelv
    local dexsb_dif = cloak.conf['statperLv'] * statelv
    local stasb_dif = cloak.conf['statperLv'] * statelv
    
    local strsb = StrSb( role ) + strsb_dif
    SetCharaAttr( strsb , role , ATTR_STATEV_STR )
    local consb = ConSb( role ) + consb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_CON )
    local agisb = AgiSb( role ) + agisb_dif
    SetCharaAttr( agisb , role , ATTR_STATEV_AGI )
    local dexsb = DexSb( role ) + dexsb_dif
    SetCharaAttr( dexsb , role , ATTR_STATEV_DEX )
    local stasb = StaSb( role ) + stasb_dif
    SetCharaAttr( stasb , role , ATTR_STATEV_STA )    
    ALLExAttrSet(role)  
    
    SystemNotice(role, "Admiral Cloak: Activated!");
    
end 

function STATE_AC_Rem ( role , statelv )
    local strsb_dif = cloak.conf['statperLv'] * statelv
    local consb_dif = cloak.conf['statperLv'] * statelv
    local agisb_dif = cloak.conf['statperLv'] * statelv
    local dexsb_dif = cloak.conf['statperLv'] * statelv
    local stasb_dif = cloak.conf['statperLv'] * statelv
    
    local strsb = StrSb( role ) - strsb_dif
    SetCharaAttr( strsb , role , ATTR_STATEV_STR )
    local consb = ConSb( role ) - consb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_CON )
    local agisb = AgiSb( role ) - agisb_dif
    SetCharaAttr( agisb , role , ATTR_STATEV_AGI )
    local dexsb = DexSb( role ) - dexsb_dif
    SetCharaAttr( dexsb , role , ATTR_STATEV_DEX )
    local stasb = StaSb( role ) - stasb_dif
    SetCharaAttr( stasb , role , ATTR_STATEV_STA )
    ALLExAttrSet(role)  
    
    SystemNotice(role, "Admiral Cloak: Deactivated!");
    
end

Edited by Vang
  • Like 1

Nissan-GT-R.gif

Share this post


Link to post
Share on other sites
3 hours ago, Vang said:

This is done through skilleffect.lua?

 

This is the one provided in skillseffect.txt instructions.

function STATE_AC_Add ( role , statelv ) 
    local strsb_dif = cloak.conf['statperLv'] * statelv
    local consb_dif = cloak.conf['statperLv'] * statelv
    local agisb_dif = cloak.conf['statperLv'] * statelv
    local dexsb_dif = cloak.conf['statperLv'] * statelv
    local stasb_dif = cloak.conf['statperLv'] * statelv
    
    local strsb = StrSb( role ) + strsb_dif
    SetCharaAttr( strsb , role , ATTR_STATEV_STR )
    local consb = ConSb( role ) + consb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_CON )
    local agisb = AgiSb( role ) + agisb_dif
    SetCharaAttr( agisb , role , ATTR_STATEV_AGI )
    local dexsb = DexSb( role ) + dexsb_dif
    SetCharaAttr( dexsb , role , ATTR_STATEV_DEX )
    local stasb = StaSb( role ) + stasb_dif
    SetCharaAttr( stasb , role , ATTR_STATEV_STA )    
    ALLExAttrSet(role)  
    
    SystemNotice(role, "Admiral Cloak: Activated!");
    
end 

function STATE_AC_Rem ( role , statelv )
    local strsb_dif = cloak.conf['statperLv'] * statelv
    local consb_dif = cloak.conf['statperLv'] * statelv
    local agisb_dif = cloak.conf['statperLv'] * statelv
    local dexsb_dif = cloak.conf['statperLv'] * statelv
    local stasb_dif = cloak.conf['statperLv'] * statelv
    
    local strsb = StrSb( role ) - strsb_dif
    SetCharaAttr( strsb , role , ATTR_STATEV_STR )
    local consb = ConSb( role ) - consb_dif
    SetCharaAttr( consb , role , ATTR_STATEV_CON )
    local agisb = AgiSb( role ) - agisb_dif
    SetCharaAttr( agisb , role , ATTR_STATEV_AGI )
    local dexsb = DexSb( role ) - dexsb_dif
    SetCharaAttr( dexsb , role , ATTR_STATEV_DEX )
    local stasb = StaSb( role ) - stasb_dif
    SetCharaAttr( stasb , role , ATTR_STATEV_STA )
    ALLExAttrSet(role)  
    
    SystemNotice(role, "Admiral Cloak: Deactivated!");
    
end

This cloak that I sent 100% without bugs

Share this post


Link to post
Share on other sites
1 minute ago, Julio said:

This cloak that I sent 100% without bugs

Lol, if those are the STAT ADD/REM you are talking about, it still doesn't work if change to -> STATE_AC


Nissan-GT-R.gif

Share this post


Link to post
Share on other sites

I got function using serialize to store character attributes when effect bonus added to not conflict within another STATE, can make a offer of $5 😆

  • Like 1

lelouch_signature_by_vahntheknight-d4uafwj.png

Share this post


Link to post
Share on other sites
On 5/20/2018 at 3:39 PM, Satan said:

I got function using serialize to store character attributes when effect bonus added to not conflict within another STATE, can make a offer of $5 😆

you can share it? mm

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...