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Does Multiple bAutoSpell trigger?


iwillnot

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I have a headgear that uses the following onEquip scripts:

.@r = getrefine();
.@rstatbonus = .@r / 4;
.@rpctbonus = ( (.@r - 5) * 100);
bonus bAgi,3 + .@rstatbonus;
bonus bDex,2 + .@rstatbonus;
bonus bLuk,1 + .@rstatbonus;
if(BaseJob==Job_Rogue) { 
  bonus4 bAutoSpell,"RG_BACKSTAP",1,max(1000,1000 + .@rpctbonus),1;
  bonus4 bAutoSpellWhenHit,"RG_RAID",1,max(3000,3000 + .@rpctbonus),1;
}

bonus4 bAutoSpell,"SU_ARCLOUSEDASH",1,max(500,500 + .@rpctbonus),1;
bonus4 bAutoSpell,"RG_STRIPWEAPON",1,max(2500, 2500 + .@rpctbonus),1;
bonus4 bAutoSpell,"RG_STRIPSHIELD",1,max(2500, 2500 + .@rpctbonus),1;
bonus4 bAutoSpell,"RG_STRIPARMOR",1,max(2500, 2500 + .@rpctbonus),1;
bonus4 bAutoSpell,"RG_STRIPHELM",1,max(2500, 2500 + .@rpctbonus),1;

My problem is, it only triggers strip helm on attack. When I removed the last script (RG_STRIPHELM) only strip armor is triggered.

Is there a rule that multiple occurrences of bonus bAutoSpell does not stack?

 

Edit: 
Did a few more tests, turns out I can cast multiple skills if the bAutoSpell benefit comes from different items. (e.g. headgear top grants strip helm, headgear bottom grants pressure). Am I missing anything? How do I enable one item to grant multiple skills triggered?

Edited by iwillnot
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Thanks for the suggestion. You're right, I'm sure that'll work!

Yeah, I'm trying to figure out the least amount of work to do first, before going into source editing. 

Solved:

Only one skill is displayed on the user interface "STRIP HELM" but in fact, all the strip skills were triggered because of the high skill chance. This means that this is not a bug, and is in fact, working correctly.

This means that when multiple skills occur at the same time, only the last skill will be displayed on the screen. This makes sense, as you cannot display 4 skill texts above the character's name at the same time.

Edited by iwillnot
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