Results 1 to 3 of 3

Thread: Problems to designate a bad buff after the good

  1. #1
    Scavenger Darkaft's Avatar
    Join Date
    Jan 2014
    Location
    Spain, Alicante
    Posts
    44
    Rep Power
    0

    Problems to designate a bad buff after the good

    Good to all of you, first of all thanks to the one who gets to help me.

    I'm making special drinks for my barre mod, and among them there are two very good drinks, but I also want you to have the consequences of certain debuffs, leg breakage, infection, arm break, etc.

    Until then I have programmed a buff and a debuff but I would like to know how to make that when the buff ends, the next one is activated that is the game in these labels but I think I'm doing something wrong with them.

    Code:
    <triggered_effect trigger="onSelfBuffFinish" action="RemoveBuff" target="self" buff="buffZombieCabreado" />
    <triggered_effect trigger="onSelfBuffStart" action="AddBuff" target="self" buff="buffZombieCabreadoEffect" />
    <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="25"/>
    The buff would be buffZombieCabreado and the debuff buffZombieCabreadoEffect

    These lines would be at the end of the good buff code to activate the bad buff or debuff. I know that it is played with those labels but I would not know the order or that I do badly.

    Thank you very much to anyone who can help me.

  2. #2
    Fun Pimps Staff Gazz's Avatar
    Join Date
    Jun 2014
    Location
    In your brains. Thinking your thoughts.
    Posts
    8,630
    Rep Power
    2
    It may work like that or not.

    Depends on context.

  3. #3
    Scavenger Darkaft's Avatar
    Join Date
    Jan 2014
    Location
    Spain, Alicante
    Posts
    44
    Rep Power
    0
    Oh it works, I got it fixed, if it was a mess of the labels and in the end I was alone.

    In case someone is making items for items with buff and debuff, maybe you might be interested in these lines. It's finishing the buff and starting the debuff. Just in case.

    Code:
    <effect_group>
    			<triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffNAMEOFBUFFEffect" />
    			<triggered_effect trigger="onSelfBuffFinish" action="AddBuff" target="self" buff="buffNAMEOFBUFFEffect" />
    				<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="25"/>
    	</effect_group>
    Thank you.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •