I will submit the new version, with your fixed line.
(just understood what you mean. And YES, you are absolutely right)
Thanks for this tipp
Active Rings
Overview
Creator:
Bagu
Added: 17 Feb 2020
Tags:
2.55,
Item
|
View Script |
Information
Become the lord of thousand rings...
Tried to add a little spice to the ring items.
Special thanks to Avaro and Jamian, for their support.
(Bagu)
Tried to add a little spice to the ring items.
Special thanks to Avaro and Jamian, for their support.
(Bagu)
Description Setup Reviews Comments
- required headers: "std.zh"
Create a dummy ring and load the "ActiveRings" script in the active slot.
D0 = Item ID (chose the ring, with the effect you want to use by the dummy ring)
D1 = SFX played when the effect timer starts
D2 = Ring effect duration (in frames)
D3 = SFX played when the ring effect ends.
D4 = Regeneration time (in frames) - leave this at "0" for no delay.
Use the properties of the dummy item to modify costs.
You don't need the real rings, in your subscreen.
(cause you surely don't want em to be visible)
They only have to be "equipment items".
Create a dummy ring and load the "ActiveRings" script in the active slot.
D0 = Item ID (chose the ring, with the effect you want to use by the dummy ring)
D1 = SFX played when the effect timer starts
D2 = Ring effect duration (in frames)
D3 = SFX played when the ring effect ends.
D4 = Regeneration time (in frames) - leave this at "0" for no delay.
Use the properties of the dummy item to modify costs.
You don't need the real rings, in your subscreen.
(cause you surely don't want em to be visible)
They only have to be "equipment items".


