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IVeve

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  1. The condition part I understand, but how do you apply a buff/debuff to the player?
  2. Is there a way to give a player an effect from an event/something else in the Editor? For example, if they enter some map, they'd get a spell cast on them that gives them invulnerability. If that's a no-go from the editor, could I get pointed to relevant files in the source to edit?
  3. I'm writing custom functionality in the source which changes one of the variables. I access the variables through the GUID, but I'm afraid that version changing/adding more variables might mess these up - do these stay constant as long as the variable's not deleted? EDIT: Also, is there an easy way to obtain these GUID's from some command or server call? Maybe there's some function that gives you the variable's GUID by the variable's name? I went about getting the GUID in a pretty roundabout way.
  4. I'm trying to implement a way for the player to regain mana during combat, but the regen ticks trigger only after combat's over. I can't find any flag in the config or editor which allows the regeneration to happen inside combat. Is there some other intended way of handling always-ticking mana regeneration during combat or do I have to edit the source?
  5. I want to clear the inventory, because respawn happens after death - the items that have a chance already dropped and clearing the inventory will simply remove the rest of the items. Thank you for pointing me to that function!
  6. Oh, that's amazing, thanks!
  7. That'd be the most optimal solution, unfortunately I'm either blind or the Tag system wasn't brought over (using the Development version from today). EDIT: seconds later. Well, seems like I'll have to add and maintain a massive common event every time I add an item. Thanks for the info.
  8. In my game I'm making spells, each for a different type of weapon. What's a scalable and efficient way of handling weapon type checks for each of the spells? I figured that running a check for each weapon every time you want to cast a spell wouldn't be great, so my next idea was to implement a common event that gets called every time you change equipment - problem is, it'd be a colossal event that checks through every type of weapon (don't think that'd be very performant). Is there a way to attach a common event to an item, so that when it's equipped I can change some variable? Or maybe there's a better way to implement the system I'm trying to go for.
  9. Programming the timer's easy enough, but could you give me some pointers on how to hook it up, so that it calls one of the common events?
  10. I'm making a game where just about every map has PVP enabled with equipment drops. I want to have a chance to drop each item (got that sorted already), but an even bigger chance to not drop the item and destroy it on respawn (my game focuses on having a player-generated economy, so having a resource sink is very important). I'm happy to edit the source, but I'd love some pointers on how to implement this, as I'm having a really hard time navigating the uncommented code.
  11. Hi, is there an easy way of clearing the entire inventory of the player, or would I have to go through removing every single item one by one?
  12. Hi, I'm trying to make a global event that happens every 2 hours. What is the most efficient way of doing this? I had the thought of running an autorun event with a wait command of 2 hours, but I'm not sure what sort of load that puts on the server.
  13. So any changes I make to the code are all stored in the executable, not DLLs, correct?
  14. I'm guessing the answer is no, so I just went and did it through common events.
  15. Hello, does the editor have the functionality to get the rest from a division of a variable?
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