Garrulous Glaahk Dark Sniper Posted April 30, 2012 Share Posted April 30, 2012 Hey SWebbers, I've been facing problems with the statuses (Poisoned, Hasted etc.). Okay, I've been making a makeshift dagger of Lockdown in my scenario with custom scripting. I have made a set_char_status call, but how do I increase the effects of the status? Plz tell me. I've been asking for help more than the limit I think, so sorry in addition. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted April 30, 2012 Share Posted April 30, 2012 It isn't completely clear what you're trying to do. When using set_char_status(), the third argument, referred to as 'how_much' in the documentation, controls how much f that status is put on the target character. You mention, however, that you are trying to make a dagger, and if you're trying to make a weapon which causes one or more effects on the characters struck with it, you cannot use set_char_status(). Instead, when defining the item type you can set the properties it_ability_1 through it_ability_4 and it_ability_str_1 through it_ability_str_4. it_ability_n controls a special property that the item can have, and it_ability_str_n controls how strong that property is. For example, to make a dagger which poisons the target, you would add ability 72 ("Does extra poison damage") to the item's definition, and set the corresponding ability strength to a value of 1 or more. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted April 30, 2012 Share Posted April 30, 2012 You should really post some more information if you want detailed help. If you're looking for a way to have unique statuses stack every time you swing the weapon, you can have the script check the targets level of that status and set it to a variable. You can then set the value of "how much" to that variable plus whatever increment you want to add. Quote Link to comment Share on other sites More sharing options...
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