The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Weapon atributes
Author Message
darksoulfe
Journeyman
*

Posts: 60
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2013
Reputation: 0



Post: #1
Weapon atributes
Good morning people.

Galera is as follows. I'm looking for something to innovate in our beloved sphere. I would like something in this type:

Today we have all the weapons scripted in shard. When we get a weapon from a proper monster she is in his bag as UNIDENTIFIED. (Here begins the script) When we located the weapon we should use a skill to unlock the weapon and if you have a proper LUCK you could get better weapons and thus weapons with additional damage, additional spells, nightsight, LUCK +. It would have to create something different from what we have to be able to use all the weapons already registered and they only have different characteristics.

Ex: A Kryss, when it catches on a MONSTER it comes:
Kryss
Unidentified
(attributes)

When we use skill it could be revealed and who knows:

Kryss of Vanquish
Rare item
Fire damage%
Damage by area%
Damage 16 - 22 (Always having mariations between the items so that never one is equal to another.)

Valeuuuu who wants to help, I will be grateful and we will exchange ideas.

Thank you
05-05-2018 10:57 PM
Find all posts by this user Like Post Quote this message in a reply
Sayoko345
Apprentice
*

Posts: 1
Likes Given: 0
Likes Received: 0 in 0 posts
Joined: Jun 2018
Reputation: 0



Post: #2
RE: Weapon atributes
give you a quick simple sample

[ITEMDEF i_silah]
ID=i_scimitar
Name=Scimitar
SKILL=
REQSTR=
DAM=


ON=@Create
f_rng_weapon

[function f_rng_weapon]
if (<luck> <= 25)
src.say You made it poor quality
HITPOINTS={10 40}
DAM=<r3,7>,<r7,10>
src.say <dam> created
name_gen
quality
Endif

[function name_gen]
Name = <NAME> of Tirrek

[function quality]
dam = (<dam.lo>+1),(<dam.hi>+1)
src.timerf 1,src.say totally damage <dam>
06-26-2018 12:07 AM
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)