Here is the script:
(I named it magici2.js)
//stranf's magic weapons2 js script
//last edited 2/20/06
// NOTE: I placed the swords, axes, maces, bows etc. on different "if" statements even though they do the same thing.
// I did this because this file can be used as a template for future magic weapons tables.
// as it stands now, you can easilly create a new dfn with axes that do something while swords can
// do something else.
// OTHER NOTE: Staff based polearms are under the "animal master category" whileas spears and halberds are under "spear" category.
//equipfunction here
function onEquip(mChar, ourObj)
{
if (ourObj.id == 0x13c6 || ourObj.id == 0x1414 ||ourObj.id == 0x13eb || ourObj.id ==0x13dd)
{mChar.tempstr=(mChar.tempstr + 3);} //script used for gloves of strength
if (ourObj.id == 0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
{mChar.tempdex=(mChar.tempdex + 2);
mChar.skills.tracking = (mChar.skills.tracking +50)}; //script used for boots of tracking
if (ourObj.id == 0x13f4 || ourObj.id == 0x13f8 ||ourObj.id == 0x0df0 || ourObj.id ==0x0e81 || ourObj.id ==0x0e89)
{mChar.skills.taming=(mChar.skills.taming + 150);
mChar.skills.herding =(mChar.skills.herding + 150);} //script used Animal Master polearms
if (ourObj.id == 0x26ce || ourObj.id == 0x26ce ||ourObj.id == 0x13b5 || ourObj.id ==0x0f60 || ourObj.id ==0x0f5e || ourObj.id ==0x13fe || ourObj.id ==0x1440)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for swords of accuracy
if (ourObj.id == 0x0f4b || ourObj.id == 0x143a ||ourObj.id == 0x1438 || ourObj.id ==0x1406 || ourObj.id ==0x0f5c || ourObj.id ==0x13af || ourObj.id ==0x0fb4 || ourObj.id== 0x13b3)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for axes of accuracy
if (ourObj.id == 0x143c || ourObj.id == 0x0f49 ||ourObj.id == 0x0f47 || ourObj.id ==0x0f45 || ourObj.id ==0x0f43 || ourObj.id ==0x1442 || ourObj.id ==0x13fa)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for maces of accuracy
if (ourObj.id == 0x13fc || ourObj.id == 0x26c2 ||ourObj.id == 0x26c3 || ourObj.id ==0x27a5 || ourObj.id ==0x0f4f || ourObj.id ==0x13b1)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for bows of accuracy
//if (ourObj.id == 0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711) //scipt used for footwear of wandering.
//{mChar.tempdex=(mChar.tempdex + 1);}
if (ourObj.id ==0x1515) //script for bard's cloak
{mChar.skills.musicianship = (mChar.skills.musicianship + 150);
mChar.tempint = (mChar.tempint + 1);
mChar.tempdex=(mChar.tempdex + 1);}
if (ourObj.id == 0x108a) //script for wizard's ring
{mChar.skills.inscription = (mChar.skills.inscription + 100);
mChar.skills.tactics = (mChar.skills.tactics - 200);
mChar.skills.magery = (mChar.skills.magery + 150);
mChar.skills.alchemy = (mChar.skills.alchemy + 150);
mChar.skills.itemid = (mChar.skills.itemid + 100);
//mChar.skills.inscription = (mChar.skills.inscription + 150);
mChar.tempdex = (mChar.tempdex - 1);
mChar.tempstr = (mChar.tempstr-2);
mChar.tempint = (mChar.tempint + 3);}
}
//unequip function here
function onUnequip(mChar, ourObj)
{
if (ourObj.id == 0x13c6 ||ourObj.id == 0x1414 ||ourObj.id == 0x13eb ||ourObj.id == 0x13dd)
{mChar.tempstr=(mChar.tempstr - 3);} //gloves of strength
if (ourObj.id == 0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
{mChar.tempdex=(mChar.tempdex - 2);
mChar.skills.tracking = (mChar.skills.tracking -50);} //script used for boots of tracking
if (ourObj.id == 0x13f4 || ourObj.id == 0x13f8 ||ourObj.id == 0x0df0 || ourObj.id ==0x0e81 || ourObj.id ==0x0e89)
{mChar.skills.taming=(mChar.skills.taming - 150);
mChar.skills.herding =(mChar.skills.herding - 150);} //script used Animal Master polearms
if (ourObj.id == 0x26ce || ourObj.id == 0x26ce ||ourObj.id == 0x13b5 || ourObj.id ==0x0f60 || ourObj.id ==0x0f5e || ourObj.id ==0x13fe || ourObj.id ==0x1440)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for swords of accuracy
if (ourObj.id == 0x0f4b || ourObj.id == 0x0f49 ||ourObj.id == 0x0f47 || ourObj.id ==0x0f45 || ourObj.id ==0x0f43 || ourObj.id ==0x1442 || ourObj.id ==0x13fa)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for axes of accuracy
if (ourObj.id == 0x0f4b || ourObj.id == 0x143a ||ourObj.id == 0x1438 || ourObj.id ==0x1406 || ourObj.id ==0x0f5c || ourObj.id ==0x13af || ourObj.id ==0x0fb4 || ourObj.id== 0x13b3)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for maces of accuracy
if (ourObj.id == 0x13fc || ourObj.id == 0x26c2 ||ourObj.id == 0x26c3 || ourObj.id ==0x27a5 || ourObj.id ==0x0f4f || ourObj.id ==0x13b1)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for bows of accuracy
if (ourObj.id == 0x170b ||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
{mChar.tempdex=(mChar.tempdex - 1);}
if (ourObj.id ==0x1515) //script for bard's cloak
{mChar.skills.musicianship = (mChar.skills.musicianship - 150);
mChar.skills.intelligence = (mChar.tempint - 1);
mChar.tempdex=(mChar.tempdex - 1);}
if (ourObj.id == 0x108a) //script for wizard's ring
{mChar.skills.inscription = (mChar.skills.inscription - 100);
mChar.skills.tactics = (mChar.skills.tactics + 200);
mChar.skills.magery = (mChar.skills.magery - 150);
mChar.skills.alchemy = (mChar.skills.alchemy + 150);
mChar.skills.itemid = (mChar.skills.itemid - 100);
//mChar.skills.inscription = (mChar.skills.inscription - 150);
mChar.tempdex = (mChar.tempdex + 1);
mChar.tempstr = (mChar.tempstr + 2);
mChar.tempint = (mChar.tempint - 3);}
}
//last edited 2/20/06
// NOTE: I placed the swords, axes, maces, bows etc. on different "if" statements even though they do the same thing.
// I did this because this file can be used as a template for future magic weapons tables.
// as it stands now, you can easilly create a new dfn with axes that do something while swords can
// do something else.
// OTHER NOTE: Staff based polearms are under the "animal master category" whileas spears and halberds are under "spear" category.
//equipfunction here
function onEquip(mChar, ourObj)
{
if (ourObj.id == 0x13c6 || ourObj.id == 0x1414 ||ourObj.id == 0x13eb || ourObj.id ==0x13dd)
{mChar.tempstr=(mChar.tempstr + 3);} //script used for gloves of strength
if (ourObj.id == 0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
{mChar.tempdex=(mChar.tempdex + 2);
mChar.skills.tracking = (mChar.skills.tracking +50)}; //script used for boots of tracking
if (ourObj.id == 0x13f4 || ourObj.id == 0x13f8 ||ourObj.id == 0x0df0 || ourObj.id ==0x0e81 || ourObj.id ==0x0e89)
{mChar.skills.taming=(mChar.skills.taming + 150);
mChar.skills.herding =(mChar.skills.herding + 150);} //script used Animal Master polearms
if (ourObj.id == 0x26ce || ourObj.id == 0x26ce ||ourObj.id == 0x13b5 || ourObj.id ==0x0f60 || ourObj.id ==0x0f5e || ourObj.id ==0x13fe || ourObj.id ==0x1440)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for swords of accuracy
if (ourObj.id == 0x0f4b || ourObj.id == 0x143a ||ourObj.id == 0x1438 || ourObj.id ==0x1406 || ourObj.id ==0x0f5c || ourObj.id ==0x13af || ourObj.id ==0x0fb4 || ourObj.id== 0x13b3)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for axes of accuracy
if (ourObj.id == 0x143c || ourObj.id == 0x0f49 ||ourObj.id == 0x0f47 || ourObj.id ==0x0f45 || ourObj.id ==0x0f43 || ourObj.id ==0x1442 || ourObj.id ==0x13fa)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for maces of accuracy
if (ourObj.id == 0x13fc || ourObj.id == 0x26c2 ||ourObj.id == 0x26c3 || ourObj.id ==0x27a5 || ourObj.id ==0x0f4f || ourObj.id ==0x13b1)
{mChar.skills.tactics=(mChar.skills.tactics + 50);} //script used for bows of accuracy
//if (ourObj.id == 0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711) //scipt used for footwear of wandering.
//{mChar.tempdex=(mChar.tempdex + 1);}
if (ourObj.id ==0x1515) //script for bard's cloak
{mChar.skills.musicianship = (mChar.skills.musicianship + 150);
mChar.tempint = (mChar.tempint + 1);
mChar.tempdex=(mChar.tempdex + 1);}
if (ourObj.id == 0x108a) //script for wizard's ring
{mChar.skills.inscription = (mChar.skills.inscription + 100);
mChar.skills.tactics = (mChar.skills.tactics - 200);
mChar.skills.magery = (mChar.skills.magery + 150);
mChar.skills.alchemy = (mChar.skills.alchemy + 150);
mChar.skills.itemid = (mChar.skills.itemid + 100);
//mChar.skills.inscription = (mChar.skills.inscription + 150);
mChar.tempdex = (mChar.tempdex - 1);
mChar.tempstr = (mChar.tempstr-2);
mChar.tempint = (mChar.tempint + 3);}
}
//unequip function here
function onUnequip(mChar, ourObj)
{
if (ourObj.id == 0x13c6 ||ourObj.id == 0x1414 ||ourObj.id == 0x13eb ||ourObj.id == 0x13dd)
{mChar.tempstr=(mChar.tempstr - 3);} //gloves of strength
if (ourObj.id == 0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
{mChar.tempdex=(mChar.tempdex - 2);
mChar.skills.tracking = (mChar.skills.tracking -50);} //script used for boots of tracking
if (ourObj.id == 0x13f4 || ourObj.id == 0x13f8 ||ourObj.id == 0x0df0 || ourObj.id ==0x0e81 || ourObj.id ==0x0e89)
{mChar.skills.taming=(mChar.skills.taming - 150);
mChar.skills.herding =(mChar.skills.herding - 150);} //script used Animal Master polearms
if (ourObj.id == 0x26ce || ourObj.id == 0x26ce ||ourObj.id == 0x13b5 || ourObj.id ==0x0f60 || ourObj.id ==0x0f5e || ourObj.id ==0x13fe || ourObj.id ==0x1440)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for swords of accuracy
if (ourObj.id == 0x0f4b || ourObj.id == 0x0f49 ||ourObj.id == 0x0f47 || ourObj.id ==0x0f45 || ourObj.id ==0x0f43 || ourObj.id ==0x1442 || ourObj.id ==0x13fa)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for axes of accuracy
if (ourObj.id == 0x0f4b || ourObj.id == 0x143a ||ourObj.id == 0x1438 || ourObj.id ==0x1406 || ourObj.id ==0x0f5c || ourObj.id ==0x13af || ourObj.id ==0x0fb4 || ourObj.id== 0x13b3)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for maces of accuracy
if (ourObj.id == 0x13fc || ourObj.id == 0x26c2 ||ourObj.id == 0x26c3 || ourObj.id ==0x27a5 || ourObj.id ==0x0f4f || ourObj.id ==0x13b1)
{mChar.skills.tactics=(mChar.skills.tactics - 50);} //script used for bows of accuracy
if (ourObj.id == 0x170b ||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
{mChar.tempdex=(mChar.tempdex - 1);}
if (ourObj.id ==0x1515) //script for bard's cloak
{mChar.skills.musicianship = (mChar.skills.musicianship - 150);
mChar.skills.intelligence = (mChar.tempint - 1);
mChar.tempdex=(mChar.tempdex - 1);}
if (ourObj.id == 0x108a) //script for wizard's ring
{mChar.skills.inscription = (mChar.skills.inscription - 100);
mChar.skills.tactics = (mChar.skills.tactics + 200);
mChar.skills.magery = (mChar.skills.magery - 150);
mChar.skills.alchemy = (mChar.skills.alchemy + 150);
mChar.skills.itemid = (mChar.skills.itemid - 100);
//mChar.skills.inscription = (mChar.skills.inscription - 150);
mChar.tempdex = (mChar.tempdex + 1);
mChar.tempstr = (mChar.tempstr + 2);
mChar.tempint = (mChar.tempint - 3);}
}