Any progress on other stances or anything else you're working on? One thing I noticed is that I could have 2 Thrill buffs at once (level 1 and 2, as well as the base stance.) Probably should add something removes the other levels when you get a different one. Or maybe you could just give them the same stackid? It might also be possible to write it so that the buffs are stances themselves, and you don't need this extra thrill of the hunt stance status that doesn't do anything. I don't think there'd be anything wrong with letting you get the stance effects outside of combat, if that's an issue.

I sort of got the sneak thing working. Put it in the base charscript and it worked. But still have the problem where it always activates the buffs even if the sneak failed. I tried doing a check if a character can see you, then the buffs don't activate, but couldn't get that to work. Had another idea where I could do a small timer delay and check if you still had sneaking after a tiny amount of time, then apply the buffs, but couldn't get that working either >.<

Now trying to buff talents in more intricate ways. Trying to buff Hyperopia by giving you a buff for hitting long range shots. Can get the buff to apply on damage if you have the talent, but want to do a distance check and can't get that to work. (Note, just testing with stench and fortified because that's a talent one of my characters has.) Part of the problem is I don't know what the distance number exactly represents. In another script it's used as a float, and they use less than 70 as a threshold, which is enormous if that's meters. I've tried lots of small numbers with greater then, huge ones with less than, and none seem to work. Ideas?

EVENT HyperOpia

VARS
FLOAT: _Distance
CHARACTER: _Char

ON
OnDamage(_, _, _Char, _)
ACTIONS
IF "c1&c2&c3"
CharacterHasTalent(_Char,Stench)
GetDistance(_Distance,__Me,_Char)
IsGreaterThen(_Distance, 1)
THEN
CharacterApplyStatus(_Char, FORTIFIED, 2,1)
ENDIF


Edit: Also, is it possible to get the damage dealt as an integer rather than a float percentage? I'm trying to make Ice King heal you for a percentage of the water damage you deal, but it seems more like it heals you for a percentage of the enemy's life you take with your damage. This makes it too good against low-health enemies and pretty subpar against bosses. I could do it as a flat percentage heal whenever you deal water damage, but that's kind of boring.

Last edited by Baardvark; 14/12/15 09:05 PM.