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[EO] Buff/DeBuff Spells V1.2


RyokuHasu
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  • 2 weeks later...
  • 4 weeks later...
When i save a Buff/Debuff spell i gor an error on server, in this lane:

CopyMemory ByVal VarPtr(Spell(spellnum)), ByVal VarPtr(SpellData(0)), SpellSize

Only when i set some spell as buff/debuff.

Later i'll post a print, no time now );

Help please ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

I think that this have something to do with the **real defense?**

**Someone have the link?:**
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All works good: I modified all the client and server side scripts to make the buffs work.

The problem is that when I use the magic that makes me have the buff ( editing the vital, duration,etc.. as the tutorial says),

it just appears the Casting Mage red text above my character but i don't see any change in my char states..
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For anyone complaining that they want buff icons:

![](http://www.freemmorpgmaker.com/files/imagehost/pics/f6fbe0c072993c4096ab2dc2dc45f7d2.png)

![](http://www.freemmorpgmaker.com/files/imagehost/pics/6483b3344cb8860bf77c709c26b72604.png)

Was probably one of the easiest features i have ever done.
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  • 2 weeks later...
Excuse me,

What should i do if i don't wanna the players to active the same bug more than 1 time?

I don't like that because a player can have 5 buffs of the same type and that will decrease a lot the in-game difficult.

Can someone helps me?

PD: thanks a lot for this script, working good on nightly eclipse ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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  • 3 weeks later...
Replace:

```

If Tick > BuffTimer Then

For I = 1 To Player_HighIndex

For x = 1 To 10

If TempPlayer(I).BuffTimer(x) > 0 Then

TempPlayer(I).BuffTimer(x) = TempPlayer(I).BuffTimer(x) - 1

If TempPlayer(I).BuffTimer(x) = 0 Then

TempPlayer(I).Buffs(x) = 0

End If

End If

Next

Next

BuffTimer = GetTickCount + 1000

End If

```

With:```

If Tick > BuffTimer Then

For I = 1 To Player_HighIndex

For x = 1 To 10

If TempPlayer(I).BuffTimer(x) > 0 Then

TempPlayer(I).BuffTimer(x) = TempPlayer(I).BuffTimer(x) - 1

If TempPlayer(I).BuffTimer(x) = 0 Then

TempPlayer(I).Buffs(x) = 0

SendStats I

End If

End If

Next

Next

BuffTimer = GetTickCount + 1000

End If

```
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Thanks for the fast reply ertzel

However, it didn't fix the problem. Same results as before.

If it matters. I'm testing this with agility. That's the easiest way as agility also increases the moving speed for me. I'll test it with other stats and edit this post with the results.

**Edit**

Max HP does update when I choose endurance. However it's quite odd how he doesn't update the stats at 'character' unless you move map.

ATK works fine.

STR works fine, except for updating the stats at character.
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umm… I don't see how doing just that change could of possibly made it not give the buff anymore unless they change maps as it didn't remove or change any current code except adding a line to send stats in a piece of code that had nothing to do with maps or movement or changing maps....
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It does give the buff. But it doesn't update the stat value in 'character'. Untill the player changes to a new map.

Also, the movement speed which is in my case based on agility, doesn't see the change in agility untill the player changes map.

So I suppose I need something, that also updates those values in 'character'

Hope I explained better now.
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