A combat hook question

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goqsane
Neophyte Poster
Posts: 38
Joined: Mon Sep 29, 2008 2:25 am

A combat hook question

Post by goqsane » Sun Jul 04, 2010 7:13 am

Greetings!

I have written my own combathook and everything seems to be going according to plan but one thing that I cannot seem to get to work is the attack speed of my mobiles.

For some reason, even though I don't refer to AttackSpeed at all in my combat hook - it seems to be in effect and the mobiles have varying attack speeds. .delay_mod calculations - I can do them in my combathook and they indeed affect the mobile's hit frequency - however it is still based on some weird ( I think CORE ) calculations that I can't seem to change. Do you have any idea how I could get into this? I _REALLY_ need to change my mobiles speed.

goqsane
Neophyte Poster
Posts: 38
Joined: Mon Sep 29, 2008 2:25 am

Re: A combat hook question

Post by goqsane » Sun Jul 04, 2010 9:15 am

:withstupid:


I sorted it out myself by adding Delay to the NPC's intrinsic weapon
:deadhorse: :deadhorse: :deadhorse: :deadhorse: :deadhorse:

guialtran
Grandmaster Poster
Posts: 120
Joined: Wed Jul 30, 2008 12:42 pm

Re: A combat hook question

Post by guialtran » Sun Jul 04, 2010 12:51 pm

http://docs.polserver.com/pol099/objref.php#Character

character.delay_mod Integer Weapon Delay modifier <<<<<<<<<<<<<<<<<<



Weapon 0xF020
{
//Name (string unique object name)
Name IntrinsicWeaponHand
//Graphic (int tile number)
Graphic 1
//[Color (int color {default 0})]
//[Facing (int facing {default 0})]
//[Desc (string description {default empty})]
Desc Intrinsic Weapon Hand
//[Tooltip (string tooltip {default empty})]
//[WalkOnScript (string scriptname)]
//[Script (string scriptname)]
//[EquipScript (string scriptname)]
//[UnequipScript (string scriptname)]
//[ControlScript (string scriptname)]
//[CreateScript (string scriptname)]
//[DestroyScript (string scriptname)]
//[MethodScript (string scriptname)]
//[RequiresAttention (0/1 {default 1})]
//[Lockable (0/1 {default 0})]
//[VendorSellsFor (int gold {default 0})]
//[VendorBuysFor (int gold {default 0})]
//[DecayTime (int minutes {default servspecopt.cfg option})]
//[SaveOnExit (0/1 {default 1})]
SaveOnExit 0
//[Movable (0/1)]
//[DoubleClickRange (int range {default servspecopt.cfg option})]
//[UseRequiresLOS (0/1 {default 1})]
//[GhostsCanUse (0/1 {default 0})]
//[CanUseWhileFrozen (0/1 {default 0})]
//[CanUseWhileParalyzed (0/1 {default 0})]
//[Newbie (0/1 {default 0})]
//[Invisible (0/1 {default 0})]
//[DecaysOnMultis (0/1 {default 0})]
//[BlocksCastingIfInHand (0/1 {default 0})]
//[StrRequired (int strength {default 0})]
//[Weight (int weight {default tiledata value})]
//[OldObjtype (int old objtype)]...
//[StackingIgnoresCProps (propname1) [(propname2)]... ]
//[Resource (string resource name) (int amount)]
//[Resource...]
//[FireResist (int/(die-string value))]
//[ColdResist (int/(die-string value))]
//[EnergyResist (int/(die-string value))]
//[PoisonResist (int/(die-string value))]
//[PhysicalResist (int/(die-string value))]
//[FireDamage (int/(die-string value))]
//[ColdDamage (int/(die-string value))]
//[EnergyDamage (int/(die-string value))]
//[PoisonDamage (int/(die-string value))]
//[PhysicalDamage (int/(die-string value))]
//[StackLimit (int {default 60000})]
//Weapon (objtype)
//Speed (int weapon attack speed)
//[Delay (int weapon delay in ms {default 0})]
Delay 2000
//Damage (die-string value)
Damage 0
//Attribute (string attribute name for skill this weapon requires)
Attribute Wrestling
//[Anim (int animation ID number for attack {default 0x9})]
Anim 0x9
//[MountedAnim (int animationID on mount {defaults to value in animxlate.cfg})]
//[HitSound (int soundID)]
HitSound 0x13E
//[MissSound (int soundID)]
MissSound 0x234
//[HitScript (string script name)]
HitScript :hand:script/AttackHitScriptWrestling
//[Projectile (0/1 {default 0})]
//[ProjectileType (int objtype of projectile)]
//[ProjectileAnim (int tile number of animation)]
//[ProjectileSound (int soundID for projectile shoot)]
//[TwoHanded (0/1 {default 0})]
//[MinRange (int minimum range to attack {default 2 if projectile weapon, 0 else})]
//[MaxRange (int maximum range to attack {default 20 if projectile weapon, 1 else})]
//[Intrinsic (0/1 {default 0})]
//NpcTemplate (objtype)
//[MaxHp (int maximum hitpoints for intrinsic weapon {default 1}]
MaxHP 1
}

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