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Provisions Magic Weapon question - Printable Version

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Provisions Magic Weapon question - UltimaAku - 03-10-2013 09:22 AM

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 Tongue)


RE: Provisions Magic Weapon question - RanXerox - 03-10-2013 11:32 AM

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)


RE: Provisions Magic Weapon question - UltimaAku - 03-10-2013 11:11 PM

Thanks great help Big Grin works like a charm Smile