1g0rS1lv4 68 Report post Posted June 21, 2016 when I use my poss pet, instead of increasing my status it decreases. Help-me. Quote Being better than others is for those who are weak; what matters is to be true to yourself. Share this post Link to post Share on other sites
Lucky 65 Report post Posted June 21, 2016 post ur fairy body scripts Quote Share this post Link to post Share on other sites
Vasil 71 Report post Posted June 26, 2016 Could you post the FairyBody Skill scripts?So we know in which part we help you in. Quote Share this post Link to post Share on other sites
Faller 93 Report post Posted October 1, 2016 ~up~ I'm having a similiar problem, but my stats are not decreasing. I'm getting only 1k extra damage from poss... Anyone could tell me where I have to edit for changing the given status? Thanks! Quote Share this post Link to post Share on other sites
Ximboliex 86 Report post Posted October 1, 2016 (edited) Please post your scripts Edited October 1, 2016 by Ximboliex 1 Quote Share this post Link to post Share on other sites
Faller 93 Report post Posted October 2, 2016 4 hours ago, Ximboliex said: Please post your scripts Hello! Thanks for your reply I'm not sure of what scripts you want, if you wanna check others, let me know! Quote --Fairy Body (Possession)------------------------------------- function SkillCooldown_JLFT( sklv ) local Cooldown = 180000 return Cooldown end function SkillSp_JLFT ( sklv ) --Skill, Fairy body"的sp消耗公式 local sp_reduce = 20 return sp_reduce end function Skill_JLFT_BEGIN( role , sklv ) local item_elf = GetChaItem(role , 2, 1) local item_elf_type = GetItemType ( item_elf ) local item_elf_maxhp = GetItemAttr(item_elf,ITEMATTR_MAXURE) local item_elf_hp = GetItemAttr(item_elf,ITEMATTR_URE) local role_hp = GetChaAttr(role, ATTR_HP) local role_mxhp = GetChaAttr(role, ATTR_MXHP) local Num_JL = GetItemForgeParam ( item_elf , 1 ) local Part1 = GetNum_Part1 ( Num_JL ) if item_elf_type ~= 59 then SkillUnable(role) SystemNotice ( role , "Current skill is only available if the new generation of pet is equipped!" ) return end local str = GetItemAttr( item_elf ,ITEMATTR_VAL_STR ) --Strengh Level of Pet local con = GetItemAttr( item_elf ,ITEMATTR_VAL_CON ) ---Level of Pet local agi = GetItemAttr( item_elf ,ITEMATTR_VAL_AGI ) --Agility Level of Pet local dex = GetItemAttr( item_elf ,ITEMATTR_VAL_DEX ) --Spirt Level of Pet local sta = GetItemAttr( item_elf ,ITEMATTR_VAL_STA ) --Accurcy Level of Pet local lv_JL = str + con + agi + dex + sta --Total Pet Level end function Skill_JLFT_End ( ATKER , DEFER , sklv ) local statelv = sklv local statetime = 190 - sklv * 10 local item_elf = GetChaItem(ATKER , 2, 1) -- Pet Handle local item_elf_type = GetItemType ( item_elf ) -- Pet Type local Item_ID = GetItemID ( item_elf ) -- Pet ID if Item_ID==231 then -- Fairy of Luck --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==232 then -- Fairy of Strength --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT2, statelv , statetime ) elseif Item_ID==233 then -- Fairy of Constitution --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT3, statelv , statetime ) elseif Item_ID==234 then -- Fairy of Spirit --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT4, statelv , statetime ) elseif Item_ID==235 then -- Fairy of Accuracy --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT5, statelv , statetime ) elseif Item_ID==236 then -- Fairy of Agility --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT6, statelv , statetime ) elseif Item_ID==237 then -- Fairy of Evil --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT7, statelv , statetime ) elseif Item_ID==681 then -- Mordo 2 RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==7126 then -- Angela 2 --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==49 then -- Little Dragon --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==6947 then -- August Pet 1 --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==6948 then -- August Pet 2 --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==6949 then -- August Pet 3 --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==6950 then -- August Pet 4 --RemoveStats(role) AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) end end function State_JLFT_Add ( role , sklv ) local Item_bg = GetChaItem ( role , 2 , 1 ) local Get_Item_Type = GetItemType ( Item_bg ) if Get_Item_Type==59 then local Item_ID = GetItemID ( Item_bg ) --Get ID local str = GetItemAttr( Item_bg ,ITEMATTR_VAL_STR ) --Strength local con = GetItemAttr( Item_bg ,ITEMATTR_VAL_CON ) --Constitution local agi = GetItemAttr( Item_bg ,ITEMATTR_VAL_AGI ) --Agility local dex = GetItemAttr( Item_bg ,ITEMATTR_VAL_DEX ) --Accuracy local sta = GetItemAttr( Item_bg ,ITEMATTR_VAL_STA ) --Spirit local URE = GetItemAttr( Item_bg ,ITEMATTR_URE ) local MAXURE = GetItemAttr( Item_bg ,ITEMATTR_MAXURE ) local lv_JL = str + con + agi + dex + sta local Num_JL = GetItemForgeParam ( Item_bg , 1 ) local Part1 = GetNum_Part1 ( Num_JL ) local Part2 = GetNum_Part2 ( Num_JL ) local Part3 = GetNum_Part3 ( Num_JL ) local Part4 = GetNum_Part4 ( Num_JL ) local Part5 = GetNum_Part5 ( Num_JL ) local Part6 = GetNum_Part6 ( Num_JL ) local Part7 = GetNum_Part7 ( Num_JL) 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 -- Fairy of Strength --RemoveStats(role) local star = lv_JL SetCharaAttr(star ,role , ATTR_STATEV_STR) end if Item_ID ==233 then -- Fairy of Constitution --RemoveStats(role) local star = lv_JL SetCharaAttr(star ,role , ATTR_STATEV_CON) end if Item_ID ==234 then -- Fairy of Spirit --RemoveStats(role) local star = lv_JL SetCharaAttr(star ,role , ATTR_STATEV_STA) end if Item_ID ==235 then -- Fairy of Accuracy --RemoveStats(role) local star = lv_JL SetCharaAttr(star ,role , ATTR_STATEV_DEX) end if Item_ID ==236 then -- Fairy of Agility --RemoveStats(role) local star = lv_JL SetCharaAttr(star ,role , ATTR_STATEV_AGI) end if Item_ID ==237 then -- Fairy of Evil --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 if Item_ID ==231 or Item_ID ==681 then -- Fairy of Luck and Mordo Jr --RemoveStats(role) local star1 = GetChaAttr( role , ATTR_BMF ) local star = GetChaAttr( role , ATTR_BMF )*lv_JL*0.02 local star2=star+star1 SetCharaAttr(star ,role , ATTR_STATEV_MF) end if Item_ID ==681 then -- Mordo Jr --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 if Item_ID == 7126 then -- Angela Jr --RemoveStats(role) if str~=nil and str~=0 then str = str SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then con = con SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then sta = sta SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then dex = dex SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then agi = agi SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end if Item_ID == 49 then -- Little Dragon --RemoveStats(role) if str~=nil and str~=0 then str = str SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then con = con SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then sta = sta SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then dex = dex SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then agi = agi SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end if Item_ID == 6947 then -- August Pet 1 --RemoveStats(role) if str~=nil and str~=0 then str = str SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then con = con SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then sta = sta SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then dex = dex SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then agi = agi SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end if Item_ID == 6948 then -- August Pet 2 --RemoveStats(role) if str~=nil and str~=0 then str = str SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then con = con SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then sta = sta SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then dex = dex SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then agi = agi SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end if Item_ID == 6949 then -- August Pet 3 --RemoveStats(role) if str~=nil and str~=0 then str = str SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then con = con SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then sta = sta SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then dex = dex SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then agi = agi SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end if Item_ID == 6950 then -- August Pet 4 if str~=nil and str~=0 then str = str SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then con = con SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then sta = sta SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then dex = dex SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then agi = agi SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end end ALLExAttrSet(role) end Quote Share this post Link to post Share on other sites
Faller 93 Report post Posted October 2, 2016 ~bump~ sorry for the double post! Nobody here knows what could be wrong? Quote Share this post Link to post Share on other sites
Billy 164 Report post Posted October 2, 2016 You are setting attrv attributes to equal fairy level, which overwrites attrv attributes from other things, such as uns85 ring glow etc. This could be the problem. 1 Quote Share this post Link to post Share on other sites
Angelix 374 Report post Posted October 2, 2016 3 hours ago, Billy said: You are setting attrv attributes to equal fairy level, which overwrites attrv attributes from other things, such as uns85 ring glow etc. This could be the problem. When using effects like those and possession, you'll always get decreasing stats. Since possession always sets attributes to 0 when finished and other effects just remove their X bonus since it's static, it will remove them even if you don't have them, resulting in negative stats. 1 Quote Share this post Link to post Share on other sites
Billy 164 Report post Posted October 2, 2016 47 minutes ago, Angelix said: When using effects like those and possession, you'll always get decreasing stats. Since possession always sets attributes to 0 when finished and other effects just remove their X bonus since it's static, it will remove them even if you don't have them, resulting in negative stats. Not always, since you can add the amount from poss to your current attrv and record the amount you added. Then when poss is removed check the recorded value and set attrv to attrv - recorded value. 1 Quote Share this post Link to post Share on other sites
Angelix 374 Report post Posted October 3, 2016 1 hour ago, Billy said: Not always, since you can add the amount from poss to your current attrv and record the amount you added. Then when poss is removed check the recorded value and set attrv to attrv - recorded value. Yes, but there's a catch with that. First of, the way the game currently handles the possession effect is that it removes completely ANY stats (STATEV) regardless whether it was given from possession or any other effect. Second, it could semi work the way you say it, but what if a player has level 30 fairy and uses poss and gains an additional 30 points and you record 30 points, then if player switches fairy to a level 40 and teleport or uses portal, the player will get the effect of the level 40 fairy, yet when the possession finishes, it will only take 30 points since you only recorded that and not the refresh player got from teleport. Give it a try, use possession on a level 30 fairy, switch to 40 and then teleport, your stats will get refresh according to the current fairy. 1 Quote Share this post Link to post Share on other sites
Billy 164 Report post Posted October 3, 2016 @Angelix Before changing maps, GS runs the remove state function, so it removes the amount added then runs the add function again (for the new fairy). (mouse is slightly desynced on video for some reason, idk why) 1 Quote Share this post Link to post Share on other sites
Faller 93 Report post Posted October 4, 2016 Thanks for all the feedback! I managed to fix it with you guys answers It was an effect that was bugging it. Btw, I didn't know about this poss "bug", I'll check it out. Have a nice day! ~Faller. 1 Quote Share this post Link to post Share on other sites
Rinor 59 Report post Posted September 16, 2017 (edited) nvm Edited September 16, 2017 by Rinor Quote Share this post Link to post Share on other sites
Brothers 24 Report post Posted November 29, 2018 Is there also an option to make Novice poss drop no SP when using? Quote Share this post Link to post Share on other sites
Dan 184 Report post Posted November 30, 2018 (edited) 15 hours ago, Brothers said: Is there also an option to make Novice poss drop no SP when using? Resouce\script\calculate\skilleffect.lua function SkillSp_JLFT ( sklv ) local sp_reduce = 20 return sp_reduce end Edited November 30, 2018 by Dan~ Quote Share this post Link to post Share on other sites
Brothers 24 Report post Posted November 30, 2018 (edited) 9 hours ago, Dan~ said: Resouce\script\calculate\skilleffect.lua function SkillSp_JLFT ( sklv ) local sp_reduce = 20 return sp_reduce end Yea i've found that before, changed 20 -> 0, nothing happend. It still takes a lot stamina to use Novice poss. Edited November 30, 2018 by Brothers Quote Share this post Link to post Share on other sites
Dan 184 Report post Posted November 30, 2018 6 hours ago, Brothers said: Yea i've found that before, changed 20 -> 0, nothing happend. It still takes a lot stamina to use Novice poss. If you are talking about stamina then. This needs to be edited. if item_elf_hp < 5000 then SkillUnable ( role ) SystemNotice ( role , "Fairy does not have enough stamina to activate skill!" ) return end item_elf_hp = item_elf_hp - (6 * lv_JL / sklv) * 50 SetItemAttr ( item_elf , ITEMATTR_URE , item_elf_hp ) end Quote Share this post Link to post Share on other sites
V1k1NGO 1 Report post Posted April 21, 2020 On 11/30/2018 at 6:37 PM, FruitJuice said: If you are talking about stamina then. This needs to be edited. if item_elf_hp < 5000 then SkillUnable ( role ) SystemNotice ( role , "Fairy does not have enough stamina to activate skill!" ) return end item_elf_hp = item_elf_hp - (6 * lv_JL / sklv) * 50 SetItemAttr ( item_elf , ITEMATTR_URE , item_elf_hp ) end That code means that if the stamina is less than 5000, the skill could not be used. I have the problem that whenever the skill is used the message of lack of stamina comes out and I think that I should cancel this line or decrease the value. It would be correct? Quote Share this post Link to post Share on other sites