How to buff paral for players?

henkas

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Hello,
so im using paral spell but its kinda trash its fine for monsters but when it goes ON player it just become useless you can instantly take it off, so maybe someone know how to buff paral on players or how to make not that useless?
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, 28)

local condition = Condition(CONDITION_PARALYZE)
condition:setParameter(CONDITION_PARAM_TICKS, 20000)
condition:setFormula(-0.6, 0, -0.6, 0)
combat:setCondition(condition)

function onCastSpell(creature, variant, isHotkey)
    if not combat:execute(creature, variant) then
        return false
    end

    return true
end
I though about playing around with condition but there is no point to do that when you can take it off instantly
 

Shunner

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local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, 28)

local condition = Condition(CONDITION_PARALYZE)
condition:setParameter(CONDITION_PARAM_TICKS, 20000)
condition:setFormula(-0.6, 0, -0.6, 0)
combat:setCondition(condition)

function onCastSpell(creature, variant, isHotkey)
if not combat:execute(creature, variant) then
return false
end

return true
end

I think this is paral strong condition (higher values fe 0.8 makes it stronger, harder) and this is time of paral condition sorry for my english and sorry if im wrong

@MODS sorry that i didint /code it but when i make code then colorus on script dosnt showed
 

Fresh

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You can try to set chance in removing paral in your healing spells.
I don't see any other option :p

Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_HEALING)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, 0)
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)

function onGetFormulaValues(player, level, maglevel)
    min = ((level / 5) + (maglevel * 1.4) + 8)
    max = ((level / 5) + (maglevel * 1.8) + 11)
    return min, max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)
    return combat:execute(creature, var)
end
instead of:
Lua:
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)
You can try to make something like:
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_HEALING)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, 0)

function onGetFormulaValues(player, level, maglevel)
    min = ((level / 5) + (maglevel * 1.4) + 8)
    max = ((level / 5) + (maglevel * 1.8) + 11)
    return min, max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)

    local chance = 50

    if creature:getCondition(CONDITION_PARALYZE) then
        if chance >= math.random(1, 100) then
            creature:removeCondition(CONDITION_PARALYZE)
        end
    end

    return combat:execute(creature, var)
end
So player have for example: 50% chance to remove paralyse from yourself.
I don't know what you want, I think this is kinda good idea. Of course it's up to you and your ideas how to do stronger paralysis or something :p
Of course you can do any other IF, for example: if player is attacked by another player you can do same thing as I wrote above.
It depends on how it could work. Everything can be done only, if you have an idea.
 
Last edited:
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henkas

henkas

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You can try to set chance in removing paral in your healing spells.
I don't see any other option :p

Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_HEALING)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, 0)
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)

function onGetFormulaValues(player, level, maglevel)
    min = ((level / 5) + (maglevel * 1.4) + 8)
    max = ((level / 5) + (maglevel * 1.8) + 11)
    return min, max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)
    return combat:execute(creature, var)
end
instead of:
Lua:
combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)
You can try to make something like:
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_HEALING)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, 0)

function onGetFormulaValues(player, level, maglevel)
    min = ((level / 5) + (maglevel * 1.4) + 8)
    max = ((level / 5) + (maglevel * 1.8) + 11)
    return min, max
end

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)

    local chance = 50

    if creature:getCondition(CONDITION_PARALYZE) then
        if chance >= math.random(1, 100) then
            creature:removeCondition(CONDITION_PARALYZE)
        end
    end

    return combat:execute(creature, var)
end
So player have for example: 50% chance to remove paralyse from yourself.
I don't know what you want, I think this is kinda good idea. Of course it's up to you and your ideas how to do stronger paralysis or something :p
Of course you can do any other IF, for example: if player is attacked by another player you can do same thing as I wrote above.
It depends on how it could work. Everything can be done only, if you have an idea.
Wow its dope idea actually, but it would be better to use on speed because entire paral meaning is to slow down the enemy, so from speed side it should be like this?
Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, 28)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)

local condition = Condition(CONDITION_HASTE)
condition:setParameter(CONDITION_PARAM_SHOWICON, true)
condition:setParameter(CONDITION_PARAM_TICKS, 33000)
condition:setFormula(0.0, -0, 1.0, -56)
combat:setCondition(condition)

combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")

function onCastSpell(creature, var)

    local chance = 50

    if creature:getCondition(CONDITION_PARALYZE) then
        if chance >= math.random(1, 100) then
            creature:removeCondition(CONDITION_PARALYZE)
        end
    end

    return combat:execute(creature, var)
end
?
 

Fresh

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If you can read and do it analogously to what I wrote, yes of course.
I don't know what you want to do but now you done something like: if using haste then have 50% chance to remove paral.

Keep it up and do what you want :D
if any problems or something, write to me, you're welcome!
 
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henkas

henkas

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If you can read and do it analogously to what I wrote, yes of course.
I don't know what you want to do but now you done something like: if using haste then have 50% chance to remove paral.

Keep it up and do what you want :D
if any problems or something, write to me, you're welcome!
Wait so 'Event onGetFormulaValues not found' so this part have to be different
combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
in some kind of way
 
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henkas

henkas

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Wait so 'Event onGetFormulaValues not found' so this part have to be different
combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
in some kind of way
bump
 
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henkas

henkas

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Lua:
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, 28)
combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false)

local condition = Condition(CONDITION_HASTE)
condition:setParameter(CONDITION_PARAM_SHOWICON, true)
condition:setParameter(CONDITION_PARAM_TICKS, 33000)
condition:setFormula(0.0, -0, 1.0, -56)
combat:setCondition(condition)

function onCastSpell(creature, var)

    local chance = 50
    if creature:getCondition(CONDITION_PARALYZE) then
        if chance >= math.random(1, 100) then
            creature:removeCondition(CONDITION_PARALYZE)
        end
    end

    return combat:execute(creature, var)
end
/\ doesnt work, bump
 
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