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Weapon decay - Printable Version

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+--- Thread: Weapon decay (/Thread-Weapon-decay)



Weapon decay - Lestat9 - 05-06-2013 02:06 PM

I want to make it so a weapon has a certain amount of uses before it breaks or stops working. How would I do that using the black staff as an example? Thx

For example it breaks or disappears after 1000 swings.

[ITEMDEF 0df0]
//Black Staff
//Using fencing type below
DEFNAME=i_staff_black
TYPE=T_WEAPON_MACE_STAFF
FLIP=1
DAM=12,14
SPEED=37
SKILL=MaceFighting
REQSTR=35
TWOHANDS=Y
WEIGHT=4
DUPELIST=0df1
CATEGORY=Provisions - Weapons
SUBSECTION=Staves
DESCRIPTION=Black Staff

ON=@Create
HITPOINTS={50 60}


RE: Weapon decay - RanXerox - 05-06-2013 02:21 PM

Use the @HitTry trigger on the player wielding it...


RE: Weapon decay - amonvangrell - 05-07-2013 04:25 AM

I KNOW WHAT HE MEANS, ITS LIKE THE PROP DURABILITY...

P.S SRY MY CAPS, KEYBOARD BROKED... ;/


RE: Weapon decay - darksun84 - 05-07-2013 04:41 AM

something like that in @hittry

PHP Code:
[EVENTS test]
ON=@HitTry

if <weapon> != // weapon == 0 means that you are using fists
    
weapon.hitpoints -= 1
    sysmessage Your weapon lose durability
it has now <hittpoints>
endif 

I didn't test it, so i don't know if it will works Blush:


RE: Weapon decay - Rizz - 05-07-2013 11:41 PM

ON=@HitTry fires and continually fires everytime your character is ready to hit someone.
So i would suggest you tu use @hit or @gethit.

Another way is:

PHP Code:
[ITEMDEF 0df0]
//Black Staff
//Using fencing type below
DEFNAME=i_staff_black
TYPE
=T_WEAPON_MACE_STAFF
FLIP
=1
DAM
=12,14
SPEED
=37
SKILL
=MaceFighting
REQSTR
=35
TWOHANDS
=Y
WEIGHT
=4
DUPELIST
=0df1
CATEGORY
=Provisions Weapons
SUBSECTION
=Staves
DESCRIPTION
=Black Staff

ON
=@Create
HITPOINTS
=1000

ON
=@Damage
IF (<HITPOINTS> > 1)
     
HITPOINTS -= 1
ELSE
    
say game over
    remove
ENDIF 



RE: Weapon decay - Alaric - 05-08-2013 08:25 AM

What Rizz suggests is better, I think. I wated to post something similar myself...

1, I might not use hitpoints but tag. Durability of a weapon affects its damage. Or set maxhits to 1 (it won't affect damage and won't be repairable).
2, Use return 1 in on=@damage.