I want to take a mob, for example as Man-Serpent - Magma Blade Cool, create an effect for it that doubles its HP (or increases its defense by 25%) using, speffectparam. Specify the effect number in the speffect ID to man-serpent and then have it's hp increased or it's defense increased.
I'm watching a stream where they do all this but for some reason speffectparam has no effect on the mob.
how to fix it, I want speffect to at least work?
#SpEffectParam doesn't work
82 messages · Page 1 of 1 (latest)
make sure spEffect duration is -1 (infinite)
make sure the npcParam you're modifying is actually used by the enemy you're testing with
make sure spEffect target fields are set up properly for enemies (look at any npcParam spEffect for reference)
Yeah, it's -1.
Yes, I tested with the existing parmater "Area Scaling - Tier 12 (Leyndell + Nokstella)" and everything works there.
about the last one, how can I check more clearly if the parameter is adapted to the enemy? What should I pay attention to?
effectTarget fields, stateInfo, and spCategory can all effect it. You can copy 7000
re: make sure the npcParam you're modifying is actually used by the enemy you're testing with
hundreds of enemies share the same stat scaling spEffects
you should probably look at the enemy you're testing with in map data to get its npcParam
because a single enemy can have MANY npcParams entries
?
actually used
did you check map data?
34 it's my effect
It's him
This is exactly who I was changing
Does it work?
you were using a different one here
if I change the tier 12 - yes, but my speffect - no
it turned out to be a dummy params
make a new spEffect, and copy 7000 as the base
while I was writing to you, I was changing the values of the correct version of the mob, not the dummy, sorry for confusing
oh, I can't
I would suggest setting a HP scaling effect like this to Effect Category 20 Reset on Apply because if it has an interval or gets triggered often by the mod. this could easily spiral out of control and Reset On Apply keeps this in check...just an idea. If this was already compensated for or a condition is in place disregard this
I click on it, but for some reason nothing happens
no, it doesn't work
I even copied 7000 and reassigned a copy of 7002, just changed the hp value and it still didn't work, and of course I inserted 7002 into NpcParam
and with a simple copy of values from 7000 it also does not work
did you mean to do this? if so, it didn't work 😦
@warped cipher
When using EffectCategory 20-[ Reset On Apply ]
For it to function at all times and not only when teleporting to grace ->
A [ TriggerInterval ] Value must be set to permit the constant Re-Application of this Effect on CHR / NPC. When this is combined with [ EffectCategory ] 20 - Reset On Apply, Creates a 2 step "Looping" cycle that can prevent powerful Effects like "HP Buffs" or "STAT Buffs" from getting stacked.
1 - Effect Triggers the "HP Buff "
2 - Effect Re-Triggers from ->
[ TriggerInterval ] at set Value and Is "Normalised" by ->
[ EffectCategory ] 20 Reset On Apply.
This is especially true when using Inf. Duration effects that have an Interval.
Ex : "Accessory Buffs" can easily be abused simply by setting an interval
and replacing EffectCat 20 - Reset On Apply
With EffectCat 10 - Stack Self
Also just to make extra sure that this is properly setup to target Player/ NPC and / or triggers on Player / NPC
interval it's duration?
uh? get it
@warped cipher
I was a bit in a rush earlier when I left the "Interval" Comment and it was not very precise so I reworked it a bit
oh my god, it works
thank you very much
and how can I make sure of this? which parameter is responsible for different types of reactions?
thank you very much for this, it has become 4 times clearer
How will you be using this HP scale Effect ID
can I ask another question, how do I find out at what values at what speed the trigger interval parameter works? I've set 0.100 now, but what does that mean for the game?
On NPC I think I saw...Did not follow the entire convo you guys had beforehand
If this was a limited duration Effect like for Example a Damage Over Time or Healing Effect and let's say you want it to last 30 Sec.
You set EffectEndurance to 30 secs and TriggerInterval to 1 sec.
As soon as this Effect Activates it will start doing so Every 1 sec ( or whatever you decided it was )
This kind of functions on it's own
If the Effect ID is inside NPC
uhhh.... I do not know, the fact is that I am now just repeating the actions of the guide in the training video, I am still not sure how I would use it ...
The fact is that I wanted to reduce the damage received by the player by 30% as quickly and effectively as possible, I just wanted to copy to all the armor is one speffectparam that would increase their protection by 30%, but it turned out that the armor breaks when using speffect on it with the absorption or defense setting
it will happen natuarally and complete itself once duration reaches 0
If you need this to happen immidiatly after Effect Triggers I would suggest using a very short Interval between 0.1 and 0.15...max 0.2
Oh, well, I'll try to remember about the EffectEndurance, I think it would be possible to come up with something interesting with this
To make sure that this happens faster than incoming Enemy attacks.
effectendurance is this it?
Yes [ EffectEndurance ] = [ Duration ]
and, that is, it turns out that 0.1 is essentially the application of a parameter every millisecond? did I get that right?
[0.1 = 1 / 10 ]- [ 0.01 = 1 / 100 ] - [ 0.001 = 1 / 1000 ]
Oh, well, I will definitely try to do something about it, even if later, but it will come in handy for me
I understand correctly that if I set the effect even with the endurance function, it will just work constantly. Or for example, I can make it so that if the effect is updated in 100 seconds when activated, and endurance is for 50 seconds, then endurance will disable the effect for the remaining 50 seconds, and then the whole chain will start again?
and, it turns out endurance is a strict indicator of the time of the effect? it turns out that the effect will then be impossible to update?
it turns out that I can ask the enemy for the first 30 seconds at the beginning of the battle, and then he will become ordinary?
and what happens if you set the hp refresh rate lower than the rate of receiving attack from the enemy?
to be honest, I understand what the numbers mean after the dot, I rather did not know how these numbers correlate with real time, but as I understood 1.0 - hour, 0.1 - one minute, 0.01 - one second, 0.001 - one millisecond
is that right?
@warped cipher
[ Duration ] -1 is Infinite so the effect will always be active.
But everytime [ TriggerInterval ] goes off the entire Effect is renewed, And EVERYTHING restarts from the beginning.
@warped cipher
If the Effect is set to 60 secs and has nothing to Re-Trigger it
like [ EffectCategory ] 20 - Reset On Apply.
After 60 secs it will end. HowEver teleporting to Grace or Entering a Dungeon will Restart the 60 sec Effect until it once again ends after duration has completed.
@warped cipher
What I meant by that is if this is a defensive effect that is meant to protect Player / NPC from all or partial damage, It's important that this happens before a swing or bullet has time to connect with it's target...if not it is kind of pointless to have an Effect like this if it does not reduce or stop damage in time lol
@warped cipher
This is very simple and I think you might be overcomplicating this for yourself.
If the [ Duration ] of the effect lasts 1 Full Sec ->
Setting [ TriggerInterval ] to 0.1 will make it work like this ->
0.0 Sec <-Effect Triggers -> 0.1 Sec Effect Triggers -> 0.2 Sec Effect Triggers -> 0.3 Sec Effect Triggers -> 0.4 Sec -> 0.5 Sec -> 0.6 Sec -> 0.7 Sec -> 0.8 Sec -> 0.9 Sec -> 1 Full Sec - End of Effect
For a total of 10x
huuuuuuuhhhh... get it
is it possible to make this effect superimposed once and already works? like I want to issue additional protection to the NPC and so that this effect lasts for 60 seconds, I need to put the effect 1 time and its protection will work all the time until it expires, or would I need to put a small update time and so that this effect has time to impose protection on the player before receiving each hit?
based on your words, it is probably the option with constant updating that is correct, well, okay, I understand
in any case, thank you for your help
@warped cipher
If you want the defensive buff to be additive ( Stacks the Buff over the existing buff ) everytime it triggers. Use [ EffectCategory ] 10 - Stack Self.
This also requires [ TriggerInterval ] to be set.
Ex - 5% Def -> Becomes 10% Def -> 15% Def -------> 50% Def -> Effect Ends - Def is returned to normal values at the end of it's [ Duration ]
I am trying a new "Help System" that works like this ->
Everytime you see a [ Word ] or a [ Serie Of Words ] between [ ] This means I speak of one of the Param FIELDS in which VALUES can be MODIFIED. EX - If you set [ Duration ] to -1 your Effect will be infinite. EX-2 - For a Bleed Status Effect set [ StateInfo ] to 6.
no, I meant that how should the case be implemented when protection is imposed on the character
, you said that the effect should appear every time before the attack is applied, but why? wouldn't it be possible to give out a buff 1 time when a player appears and no longer give it out at the end of [Duration]?
ok, this is good
oh, thanks for the info on the bleeding effect topic
Lol that was just an Ex...but you are welcome.
I am trying to understand exactly how you see this your head but I am still not sure. Give me a bit more info...what exactly do you want this Effect to do ? Start with the most important part.
I'm sorry, but I don't know what EX is
EX = Example as in I create or mention a situation that does not really exist but can help you to understand what I mean by analysing this situation.
I want to find out why a constant update of the effect is required when applying it to an npc/player, isn't it possible to just apply the effect once, let's say an increase in absorption by 30% for 60 seconds and leave it so that the effect just works all this time without updating, unless when receiving damage the effect will simply subside due to the fact that will the system recalculate everything again? this is why it is necessary to make sure that the effect is updated so often that you just don't lose the buff?
ok
It is not required I only offered this info when it all started because you spoke of creating a HP Buff effect and I simply made a suggestion to use the Reset On Apply so this HP Buff stays always the same
Oh, okay, I get it, I just thought it was a mandatory requirement for work, but now yes, I get it
You can make this effect into anything you wish to have. I only wanted you to know about this option in case you wanted to use it. To keep it simple these are your options ->
1 - This Effect is always active
[ Duration ] -1 -> IS required
2 - This Effect activates for X ammount of time and then ends.
[ Duration ] -> IS required
3 - This Effect triggers you get the Effect and it ends. [ Duration ] - [ EffectCategory ] and [ TriggerInterval ] -> NOT required
4 - This Effect activates for X ammount of Sec and every 1 Sec it ReTriggers.
[ Duration ] - [ EffectCategory ] and [ TriggerInterval ] -> IS required.
Okay, thanks
can I somehow keep this theme inside the discord so as not to lose it? or just save a link to the discussion somewhere in your discussions?
There is alot more but for now thats enough.
ok
I just wouldn't want to lose this conversation.
theyre all archived u can still see the discussion