alucardxlx1986   
		
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I have an idea about item,but need help... 
			 
			
				First of all,sorry for my poor English... 
I want a system like one of Dungeon and Fighters system.. 
That system make weapons and amors power-up.. 
I don't know other country's DNF...But in China,it's not always successed...maybe get power-down or broken and disappeared.. 
 
For example 
an axe 
I use that system to  make it power up,and shows +1 axe,and damage get little higher,and power up this +1 axe,show +2 axe,and damage get higher again,but it's not always success like just i said,maybe +7 axe after do this,it will down to +4 axe,or even broken... 
 
I want somebody can help me,inspire me. 
 
Thanks a lot...
			 
			
			
			
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	| 08-23-2014 01:05 PM | 
	
		
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		dagger4k   
		
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RE: I have an idea about item,but need help... 
			 
			
				you could script something that adds a modifier to all damage done by a player, so something like this 
Code: 
 [Events e_player]  
on=@hit 
            var.damage = <eval <argn1> + (<argn1> + <tag.power>)> 
        ARGN1 = <var.damage> 
 
on=@click 
IF (<ACT.TYPE> == t_sword) 
message Power +(<eval <act.tag.power>) 
message <act.name> 
endif     
return 1
  
 
Then you can make your power up / down runes add tags to your weapons Thus giving your mele attacks more power. doing it this way you won't have to go through and change each item / add new events to each individual old and new weapon.... 
 
Code: 
 [Itemdef i_new_sword] 
id=i_sword_viking 
name = New Sword 
tag.power=0
  
This is how I would go about it anyway... You can also add a success / fail system in adding the power up runes etc.
			  
			
			
			
				
(This post was last modified: 08-25-2014 11:57 PM by dagger4k.)
 
				
			 
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	| 08-25-2014 11:50 PM | 
	
		
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		The following 1 user Likes dagger4k's post:1 user Likes dagger4k's post 
		Extreme (08-26-2014)
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		alucardxlx1986   
		
			Apprentice 
			  
			
			 
			
	Posts: 14 
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RE: I have an idea about item,but need help... 
			 
			
				 (08-25-2014 11:50 PM)dagger4k Wrote:  you could script something that adds a modifier to all damage done by a player, so something like this 
Code: 
 [Events e_player]  
on=@hit 
            var.damage = <eval <argn1> + (<argn1> + <tag.power>)> 
        ARGN1 = <var.damage> 
 
on=@click 
IF (<ACT.TYPE> == t_sword) 
message Power +(<eval <act.tag.power>) 
message <act.name> 
endif     
return 1
  
  
Then you can make your power up / down runes add tags to your weapons Thus giving your mele attacks more power. doing it this way you won't have to go through and change each item / add new events to each individual old and new weapon....  
 
Code: 
 [Itemdef i_new_sword] 
id=i_sword_viking 
name = New Sword 
tag.power=0
  
 
This is how I would go about it anyway... You can also add a success / fail system in adding the power up runes etc. 
thanks a lot
			  
			
			
			
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	| 08-28-2014 04:45 PM | 
	
		
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