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modifing itemdef dam.lo dam.hi
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kn4tseb
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Post: #1
modifing itemdef dam.lo dam.hi
DAM min,max RW Gets or sets the base damage that the weapon will deal.


dam.lo and dam.hi arent writeable but
dam min,max is a RW itemdef

but i get console error:

PHP Code:
local.dam1=<eval (<act.dam.lo>*135)/100>)  // shall use muldiv i know
local.dam2=<eval (<act.dam.hi>*135)/100>)
    
act.dam min,max act.dam <local.dam1>,<local.dam2

ive tried different ways and im always getting the fallowing error:

(sphere_event_special.scp,58)Undefined keyword 'dam'
(This post was last modified: 06-23-2014 11:27 AM by kn4tseb.)
06-23-2014 11:24 AM
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Ben
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Post: #2
RE: modifing itemdef dam.lo dam.hi
that's because dam.lo and dam.hi are like you said... ITEMDEF properties, not in game dynamic item properties

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06-23-2014 12:02 PM
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kn4tseb
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Post: #3
RE: modifing itemdef dam.lo dam.hi
oh okey, so should i use, DAMAGE ? or there's not much i can do about it?
(This post was last modified: 06-23-2014 12:30 PM by kn4tseb.)
06-23-2014 12:26 PM
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Feeh
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Post: #4
RE: modifing itemdef dam.lo dam.hi
(06-23-2014 12:26 PM)kn4tseb Wrote:  oh okey, so should i use, DAMAGE ? or there's not much i can do about it?

Yep,

[itemdef my_weap]
...
DAMAGE=6,7

http://wiki.sphere.torfo.org/index.php/ITEMDEF

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06-23-2014 12:44 PM
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kn4tseb
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Post: #5
RE: modifing itemdef dam.lo dam.hi
i was talking about modifing a ingame damage property for weapons under an event

something like dam min,max .... its suppose to be RW Confused
(This post was last modified: 06-23-2014 01:24 PM by kn4tseb.)
06-23-2014 12:47 PM
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Skul
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Post: #6
RE: modifing itemdef dam.lo dam.hi
@hit and argn1
Code:
on=@hit
//argo = item used to hit
//argn1 = damage dealt

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(This post was last modified: 06-23-2014 10:01 PM by Skul.)
06-23-2014 10:00 PM
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darksun84
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Post: #7
RE: modifing itemdef dam.lo dam.hi
You can use MODAR for weapons, but it will increase/decrease both lowest damage and highest damage.
06-23-2014 10:58 PM
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kn4tseb
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Post: #8
RE: modifing itemdef dam.lo dam.hi
i'm using ON=@SkillmakeItem trigger

the idea is once a condition is succesfully passed, crafted weapon gets a damage increase, but INCREASEDAM is not functional yet, and "damage" is for elemental type so neither one of them is functional...
how would this MODAR be for weapons? im reading this is for armor Confused

PD: why there is a modar for armor and there's not a moddam for weapons? is it because a client matter or because it might be implemented on future?
(This post was last modified: 06-24-2014 05:43 AM by kn4tseb.)
06-24-2014 05:23 AM
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Extreme
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Post: #9
RE: modifing itemdef dam.lo dam.hi
Apply INCREASEDAM in your weapon and use it on @HIT/@GETHIT trigger.

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06-24-2014 05:50 AM
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kn4tseb
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Post: #10
RE: modifing itemdef dam.lo dam.hi
that might be a solution, so increasedam is applied when weapon is crafted and add an event for increasedam under @hit/gethit trigger ...

for example??

ON=@hit
if <argo.increasedam>
argn1 += someformula
endif ??

im not quite sure about what exactly argn1 evaluates, does it take STR?, weapon Dam ranges only?

so i could use arng1 += <muldiv <argo.dam min,max> 135 100> ??? in case i want a 35% extra damage?
(This post was last modified: 06-24-2014 06:00 AM by kn4tseb.)
06-24-2014 05:55 AM
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