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Item bonusscript for element/status/certain skills


Creobnil

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Hey everyone,

Im trying to add some Itemscripts that activate when hit by a certain skill or element.
So Im able to do stuff like giving the player a chance to increase wind resistance for a few seconds after beeing hit by a wind skill

and something like that.

Does anyone know how to do something like that with scripts or do I need to do a source edit?
And if its not possible with script how hard would it be to add something like

 

autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};

 

that activates after beeing hit by a certain skill?

 

Im thankfull for any help you can give :3

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you need to use 
 

*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};

 

*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};

These commands are meant to be used in item scripts. They will probably work 
outside item scripts, but the bonus will not persist for long. They, as 
expected, refer only to an invoking character.

What these commands do is 'attach' a script to the player which will get
executed on attack (or when attacked in the case of autobonus2).

Rate is the trigger rate of the script (1000 = 100%). 

Duration is the time that the bonus will last for since the script has triggered.

Skill ID/skill name the skill which will be used as trigger to start the bonus. (autobonus3)

The optional argument 'flag' is used to classify the type of attack where the script
can trigger (it shares the same flags as the bAutoSpell bonus script):

Range criteria:
	BF_SHORT:  Trigger on melee attack
	BF_LONG:   Trigger on ranged attack
	Default:   BF_SHORT+BF_LONG
Attack type criteria:
	BF_WEAPON: Trigger on weapon skills 
	BF_MAGIC:  Trigger on magic skills 
	BF_MISC:   Trigger on misc skills
	Default:   BF_WEAPON
Skill criteria:
	BF_NORMAL: Trigger on normal attacks
	BF_SKILL:  Trigger on skills
	default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
		   otherwise BF_SKILL+BF_NORMAL is used.

The difference between the optional argument 'other script' and the 'bonus script' is that,
the former one triggers only when attacking(or attacked) and the latter one runs on 
status calculation as well, which makes sure, within the duration, the "bonus" that get
lost on status calculation is restored. So, 'bonus script' is technically supposed to accept
"bonus" command only. And we usually use 'other script' to show visual effects.

In all cases, when the script triggers, the attached player will be the one
who holds the bonus. There is currently no way of knowing within this script  
who was the other character (the attacker in autobonus2, or the target in
autobonus and autobonus3).

//Grants a 1% chance of starting the state "all stats +10" for 10 seconds when
//using weapon or misc attacks (both melee and ranged skills) and shows a special 
//effect when the bonus is active.
	autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";

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But arent those for hitting enemies?
I want to activate bonus scripts when the player gets hit by an enemy skill.

How would I need to use the command to make it work on getting hit by a certain skill?

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You can't

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