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Provisions Magic Weapon question
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UltimaAku
Journeyman
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Provisions Magic Weapon question
Howdy there this question could be really easy for some but hard for me :/
I dont quite understand what in the script decides what makes the attribute of a magical weapon +3 +6 +9 ect. Could someone explain it?
Also would it be possible to make weapons with a similar attribute? Example: +17 Boxing Gloves of Vanq (just an example )
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03-10-2013 09:22 AM |
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RanXerox
Master
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RE: Provisions Magic Weapon question
The wiki explains a little bit how built-in typedef's are implemented... for example:
Quote:t_weapon_mace_smith 11 This type is used for macefighting weapons that can also be used by blacksmiths to forge items. It leverages the following properties:
MORE1L = Max hitpoints
MORE1H = Current hitpoints
MOREY = Attack bonus (percentage), but only if ATTR & attr_magic
The following overrides can be set on a per item basis:
TAG.OVERRIDE.DAMAGETYPE = can be used on a per item basis to override the types of damage this weapon does
TAG.OVERRIDE.SOUND_HIT = can be used on a per item basis to override the sound this weapon makes when it hits
TAG.OVERRIDE.SOUND_MISS = can be used on a per item basis to override the sound this weapon makes when it misses
...so to set the +3 +9 etc, you'r weapon needs to have attr_magic and it needs a number in MOREY...
There are undocumented properties as well that are not in the wiki (yet):
MORE2 = Charges (only if the item is a wand?)
MOREX = Spell imbued in the item
MOREY = Level of the spell (0-1000)
MOREZ = Poison level (0-100)
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03-10-2013 11:32 AM |
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