PlaneShift

  • Status Closed
  • Percent Complete
    100%
  • Task Type Feature Request
  • Category Engine → GM System
  • Assigned To No-one
  • Operating System
  • Severity Low
  • Priority
  • Reported Version
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: PlaneShift
Opened by Caarrie - 29.07.2008
Last edited by Talad - 06.06.2021

FS#2035 - buffs applied to characters

it would be nice to be able to apply buffs and debuffs to a player during gm events
/buff [name]area: #] [time to last] [skill buffed/debuffed] [-+ amount]

would be nice to also have it per skill catagory

The task depends upon
ID Project Summary Priority Severity Assigned To Progress
2111 PlaneShift  FS#2111 - An /antimagic command to "/mute" spell casting  Low
100%
Closed by  Talad
06.06.2021 12:13
Reason for closing:  Will not fix
Additional comments about closing:  

use spells

Dajoji commented on 30.07.2008 18:02

I like this. The ability to set the (de)buff name would come in handy too (e.g. "Talad's Blessing", "Poison", "Vladovic's potion", etc.). Also, 'all' as a parameter would be good to have (as in with /setskill) and if group parameters like "magic", "combat", "jobs", "stats", etc. are possible then it would be much better.

Caarrie commented on 30.07.2008 18:18

ok lets redo the command one more time
/buff [name|area: #] [time to last] [skill buffed/debuffed] [-+amount] [name of buff to appear in active magic window]

if not too hard would be nice to add the existing magic buffs to the list.

Steven Schwartfeger commented on 31.07.2008 03:30

New.

A. Kiefner commented on 31.07.2008 04:09

Buffs/Debuffs are specified in a mathscript AFAIK. From what I understand Dajoji is thinking of a command that actually sets the buff instead only triggers, which also might be possible but would require a different command.

Right now the only debuff I am aware of is the death curse.

It's possible to add to that list, but that's tricky right now.

The syntax I have in mind for this feature is
/buff [target|name] [time] [name of buff] [additional set of variables]

About the parameters:
name is clear, target is not only selecting but also can be used via area function which now GM4 also have access to.
time is also trivial to understand, since all buffs are time based.
name of buff is what is being called from the list of available ones (as said, they are fixed).
It might be that a specific buff requires more than two parameters (time and target), which would be provided here.

Dajoji commented on 31.07.2008 14:53

So what you're saying is we wouldn't have event specific (de)buffs? I.e. with names based on the event script? From what I understand from Kerol's post is that we would have to pick from a limited list, which at the moment cannot be modified (so basically we could only use the existing buffs/debuffs). Is that right?

Caarrie commented on 31.07.2008 14:57

that is what kerol is saying that is _not_ what i proposed, though i think we should get input from talad on how he thinks it should be done.

A. Kiefner commented on 11.08.2008 01:13

Regarding  FS#2111  I think the area:: function should be enhanced to not only work with a range but also with a map argument to apply the specified command to a whole map and instance .
Additionally I am thinking of a time:: function which could be used to apply the specified command over a given amount of time, every second (if not applied already).
As example:
/buff area:map taver_de_kadel:players time:600:1 antimagic 10
would apply the command for 600 seconds to everyone in the tavern, every second. The buff would stick 10 seconds, so if they leave, it wears off shortly after.

Both additions may be split into new feature requests if needed.

Dajoji commented on 11.08.2008 06:28

The point of  FS#2111  was to keep things simple. /antimagic [here|target] could be the default and prevent a person from casting spells 30 minutes or so. Additional parameters could be specified but as an optional thing. That would make it easier to control a crowd quickly. Having an overcomplicated command increases chances of screwing up.

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