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Custom Consumable

#1 User is offline   .chronoz. 

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Posted 14 January 2007 - 02:32 AM

I'm currently adding 2 custom consumables that will replace the grape juice previously sold at NPC at my server. Of course the ideas I have are never entirely working as would be logical, I mean we are talking about AEGIS scripting here.
One item will cast magnificat when used, the other will regenerate a small amount of SP. I wanted to add some kind of status ailment at chance to one, but seeing stun, mute etc are affected by stats it wouldn't be very equal to all users. So, I finally thought of the perfect solution, and use Confusion, the one where they can't walk straight. Now here comes the problem, which I doubt can be solved, but I'll give it a try none-the-less. When the Confusion effect is triggered (you'll hear a noise), it will be gone the next of the item you use (as in, the same that triggered it). So, the effect would only be noticeable if you used 1 at a time, while in fact the ailment would be added to reduce spamming of it a little. The reason why its removed is entirely illogical, but yea I happen to come across that stuff a lot.
One other way could be someone adding like a 5% chance of mute, regardless of stats. I tried temporarily reducing resistant, but that doesn't seem to work on a consumable (if at all). Any ideas or suggestions are welcome, sorry for the excessive amount of text I used.
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#2 User is offline   xmarv 

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Posted 14 January 2007 - 07:51 AM

You can try to make the item heal confusion and then give it back the way you want.. Maybe there are errors when it stacks or whatever.
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