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Item to be identified
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Osirirs
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Post: #21
RE: Item to be identified
oooh that's exactly exactly what I was trying to do at first >.< I finished my script now .. but. I might want to do that cause I did copy paste everything lolll xD

And I have around 300 weapons, won't it make the server lag if I start using tags on every one of them? o.o

Thanks for your answer!! Big Grin
03-14-2014 07:11 AM
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Alaric
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Post: #22
RE: Item to be identified
Nope.
03-14-2014 07:22 AM
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Coruja
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Dimension Shard

Post: #23
RE: Item to be identified
TAGs wont cause lag, they just take some time on worldsave if you have tons of them
the key to prevent this is use tags directly at the ITEMDEF base, not on @Create

Code:
[ITEMDEF i_magic_katana]
ID=i_katana
...
TEVENTS=e_magic_item
TAG.Category=Common
TAG.Rarity=60
TAG.SkillBonus.0=Blacksmithing,1000
TAG.SkillBonus.1=Tactics,1000
Using this way you're not creating "real" tags ingame, because the TAG goes directly on the ITEMDEF, so all i_magic_katana will have these same "global tags"

but if you set the tag on @Create then the server will count it as "individual tags" on each created item and will need more time to save/load it on worldsave
03-14-2014 01:02 PM
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Osirirs
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Post: #24
RE: Item to be identified
Oooh okay okay I get it! That looks perfect for the kind of thing I'm trying to do xD
tho I'm still not sure how I can do it,
for example, I have my categories, lets say they go like this,
0-100 = Common
100 - 200 = Rare
200 - 300 = Epic
300 - 400 = legendary
etc etc.

I can tag the rarity and it would directly enter the specific category?
Cause right now what I have on my 300+ items is just a description, not a real item category.
They all seperately go like this:

ON=@Create
Attr=attr_magic
Hitpoints={500 600}
Color=0

ON=@Click
if (<attr>&(attr_identified))
Color=02cb
src.sysmessage @041 Item Category: Uncommon
src.sysmessage @041 Rarity: 60
src.sysmessage @041 Weapon Speed: 56
message @041 Swift Pitchfork of Ruin
Return 1
endif

ON=@Equip
if !(<attr>&(attr_identified))
src.sysmessage You can't use this item until it is identified.
return 1
endif

ON=@Dclick
if !(<attr>&(attr_identified))
src.sysmessage You can't use this item until it is identified.
return 1
endif

So, in other words, everything is set as sysmessage, just for show. You know what I mean?
I might be 'walking around the pot' a little bit, srry about that xD
I'm just trying to fully understand what I'm doing instead of copy paste what everyone tells me to write xD
Thanks guys ! Wink

Wow.. I just kept reading the script you wrote and woaaah, I get it even more,
so I thougt about doing five different events, one for each category, so I'd like to know:

Lets say my item is meant to be in the rare category, I'd like to do something like, if I set a number
between 100-200 in the TAG0.Rarity, it will be part of the rare item category,
so the name and the info will also avec the category color
(This post was last modified: 03-15-2014 03:20 AM by Osirirs.)
03-15-2014 03:05 AM
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