#SpEffectParam doesn't work

82 messages · Page 1 of 1 (latest)

warped cipher
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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?

glacial brook
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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)

warped cipher
glacial brook
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effectTarget fields, stateInfo, and spCategory can all effect it. You can copy 7000

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re: make sure the npcParam you're modifying is actually used by the enemy you're testing with

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hundreds of enemies share the same stat scaling spEffects

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you should probably look at the enemy you're testing with in map data to get its npcParam

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because a single enemy can have MANY npcParams entries

glacial brook
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?

warped cipher
glacial brook
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did you check map data?

warped cipher
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34 it's my effect

glacial brook
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map editor

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look at enemy

warped cipher
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glacial brook
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Does it work?

glacial brook
warped cipher
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glacial brook
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make a new spEffect, and copy 7000 as the base

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uneven cosmos
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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

warped cipher
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I click on it, but for some reason nothing happens

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uneven cosmos
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@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

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Also just to make extra sure that this is properly setup to target Player/ NPC and / or triggers on Player / NPC

warped cipher
uneven cosmos
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@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

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uneven cosmos
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How will you be using this HP scale Effect ID

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uneven cosmos
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On NPC I think I saw...Did not follow the entire convo you guys had beforehand

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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 )

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This kind of functions on it's own

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If the Effect ID is inside NPC

warped cipher
# uneven cosmos How will you be using this HP scale Effect ID

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 settinglizBigthink

uneven cosmos
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it will happen natuarally and complete itself once duration reaches 0

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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

warped cipher
uneven cosmos
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To make sure that this happens faster than incoming Enemy attacks.

uneven cosmos
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Yes [ EffectEndurance ] = [ Duration ]

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uneven cosmos
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[0.1 = 1 / 10 ]- [ 0.01 = 1 / 100 ] - [ 0.001 = 1 / 1000 ]

warped cipher
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# uneven cosmos If the Effect ID is inside NPC

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?

warped cipher
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uneven cosmos
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@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.

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@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.

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@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

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@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

warped cipher
# uneven cosmos <@438403048398913546> What I meant by that is if this is a defensive effect tha...

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?

warped cipher
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uneven cosmos
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@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 ]

uneven cosmos
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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.

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uneven cosmos
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uneven cosmos
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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.

warped cipher
# uneven cosmos Lol that was just an Ex...but you are welcome. I am trying to understand exactly...

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?

uneven cosmos
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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

warped cipher
uneven cosmos
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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.

warped cipher
uneven cosmos
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There is alot more but for now thats enough.

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nimble solar
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theyre all archived u can still see the discussion