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Cancel Npc Buffs On Around Castle Areas For Sieges


Question

Posted

I am having a tremendous time getting buffs canceled when you walk on castle areas.

 

I am trying to make it so 1 hour NPC/AIO buffs are dispelled when you enter castle areas and it is only retail spells that must be cast there.

 

Here is what I have, and I have tried a number of variations 

 

Any ideas?

Area Data

//Siege Dispel
area_begin name=[gludio_castle]	map_no = {19;21}	type=instant_skill	target=pc	skill_name=[area_cancel]	skill_prob=100	initial_delay = 1 default_status=on	range = {{-22615;104510;-4448;3551};{-13290;104564;-4448;3551};{-13313;116950;-4448;3551};{-22638;116896;-4448;3551}}	area_end
area_begin name=[dion_castle]	map_no = {20;22}	type=instant_skill	target=pc	skill_name=[area_cancel]	skill_prob=100	initial_delay = 1 default_status=on	range = {{26575;165240;-4642;4000};{17250;165186;-4642;4000};{17273;152800;-4642;4000};{26598;152854;-4642;4000}}	area_end


Skill Data

skill_begin	skill_name=[area_cancel]	skill_id=11031	level=1	operate_type=A1	magic_level=1	effect={{i_dispel_by_category;slot_buff;100}}	is_magic=0	mp_consume2=0	cast_range=-1	effective_range=-1	skill_hit_time=0	skill_cool_time=0	skill_hit_cancel_time=0	reuse_delay=0	attribute=attr_none	effect_point=0	target_type=self	affect_scope=single	affect_limit={0;0}	next_action=none	ride_state={@ride_none}	skill_end

3 answers to this question

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Posted

AdvExt64.

 

I have tried this lately which some what works, but it is not correct.

 

What this does, is that it seems to cancel just some buffs, perhaps 10 at a time, every 10 minutes. I want it to happen just once and for it to wipe everything upon entering the territory.

 

I am guessing that "operate_type=P" and "initial_delay = 1" is part of it.

 

 

skill_begin skill_name=[area_cancel] skill_id=11031 level=1 operate_type=P magic_level=1 effect={{i_dispel_by_category_count;24;slot_buff;100}} is_magic=0 mp_consume2=0 cast_range=-1 effective_range=-1 skill_hit_time=0 skill_cool_time=0 skill_hit_cancel_time=0 reuse_delay=0 attribute=attr_none effect_point=0 target_type=self affect_scope=single affect_limit={0;0} next_action=none ride_state={@ride_none} skill_end
 
 
//Siege Dispel
area_begin name=[gludio_castle] map_no = {19;21} type=instant_skill target=pc skill_name=[area_cancel] skill_prob=100 initial_delay = 1 default_status=on range = {{-22615;104510;-4448;3551};{-13290;104564;-4448;3551};{-13313;116950;-4448;3551};{-22638;116896;-4448;3551}} area_end
area_begin name=[dion_castle] map_no = {20;22} type=instant_skill target=pc skill_name=[area_cancel] skill_prob=100 initial_delay = 1 default_status=on range = {{26575;165240;-4642;4000};{17250;165186;-4642;4000};{17273;152800;-4642;4000};{26598;152854;-4642;4000}} area_end
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Posted (edited)

Firstly you can't do this - natively without some trickery.

 

Because no one anticipated the need for a skilleffect to cancel specific skills.

With one exception - there is a forgotten C4 effect called i_dispel_by_name not used in native c4 files.

 

Which calls CCreature::DispelByNames - which has 2 args, ccreature & a vector with wchar pointers.

one could try:

 

i_dispel_by_name;{name1;name2;name3;etcetc}

 

..but since you have no direct documentation, you gotta experiment.

 

Secondly:

 

Adding a skill that automaticly is cast by area ticking as a passive seems dumb idea.

Given that the area timer system is setup to cast skills listed per tick - and passives are designed to be constantly removed every tick and then readded based on the player passive skill list.

Conflict is bound to happen with a p skill approach.

 

 

...and adding a skill that dispel active abnormals based on ammount\chance\slot_type - and expecting it to magicly just dispel only a specific list of buffs you only have in your mind is very illogical and stupid.

Machines can't read your mind - you need to tell it specificly what to do.

Edited by mcbigmac

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