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modifing itemdef dam.lo dam.hi
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darksun84
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Post: #11
RE: modifing itemdef dam.lo dam.hi
(06-24-2014 05:23 AM)kn4tseb Wrote:  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?

is also for weapons Rolleyes

27-05-2007, Nazghul
- Added: MODAR on weapons should modify the DAM effect of a weapon
(This post was last modified: 06-24-2014 06:07 AM by darksun84.)
06-24-2014 06:06 AM
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kn4tseb
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Post: #12
RE: modifing itemdef dam.lo dam.hi
gonna try it Smile
06-24-2014 12:03 PM
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kn4tseb
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Post: #13
RE: modifing itemdef dam.lo dam.hi
Darksun84, would you giveme an example for modar???

ON=@SkillmakeItem
if (<act.IsWeapons>)
modar += 10
endif

????

how does it work? xd
06-24-2014 01:28 PM
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Extreme
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Post: #14
RE: modifing itemdef dam.lo dam.hi
ON=@SKILLMAKEITEM
IF <ACT.ISWEAPONS> // Assuming ACT as the crafted item
ACT.MODAR += X
ENDIF

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06-24-2014 01:38 PM
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kn4tseb
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Post: #15
RE: modifing itemdef dam.lo dam.hi
this would sum the current weapon damage? so if weapon dam is 15 and modar is 10, total weapon dam would be 25, right?
06-24-2014 01:42 PM
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Extreme
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Post: #16
RE: modifing itemdef dam.lo dam.hi
I don't know, you have to test Big Grin

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06-24-2014 01:52 PM
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kn4tseb
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Post: #17
RE: modifing itemdef dam.lo dam.hi
okey, thanks Smile i will, the @hit idea was pretty cool too ^^
06-24-2014 01:57 PM
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