Stranf's Cursed Items 1

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stranf
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Stranf's Cursed Items 1

Post by stranf »

Ok, let's face it. Item ID is a stupid skill and my loremaster NPC is worthless. All a PC needs to do, is arm the magic weapon and UOx3 happily notifies him/her that the stats increased. So why waste time searching a loremaster to identify items? Why waste time with a character in the library studying lore and increasing item id?


Well, here is the reason!

Introducing, Stranfs Cursed items!!!!

After your PCs encounter a few of these nasties, they will think twice before equipping strange items before visiting the loremaster.
--cursed gloves: decrease strength by 1
--crused boots: decrease dexterity by 1
--wood staffs: decrease taming and herding by .5
--swords, maces, bows: decrease tactics by .5
--cursed cloak: decreases intelligence by 1
--Ring of Death: My personal favorite..... Put it on...and you DIE!!!!
And there is ZERO saving throw....this is UO, not D&D you know!
NOTE: Effects are permenant. Some of these cursings seem harsh. Don't worry, I will be adding occasional "cursed items" scripts to go along with my magic items. Some curses will naturally be worse than others. use them sparingly and wisely in your quests or it could spoil the fun.
Last edited by stranf on Mon Feb 20, 2006 10:01 am, edited 1 time in total.
stranf
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Post by stranf »

here is the script:
//stranf's Cursed Items 1 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.strength=(mChar.strength -1);
  mChar.SysMessage( "A strange, burning sensation flows through your body.");
  mChar.EmoteMessage("*Gasps in pain*" );

 }  //script used for cursed gloves



 if (ourObj.id ==  0x170b||ourObj.id == 0x170d ||ourObj.id ==0x170f ||ourObj.id == 0x1711)
 {mChar.dexterity=(mChar.dexterity -1);
  mChar.SysMessage( "A prickling feeling travels through your feet and up your spine" );
    mChar.EmoteMessage("*Gasps in pain*" );
  } //script for cursed boots

 if (ourObj.id == 0x13f4 || ourObj.id == 0x13f8 ||ourObj.id == 0x0df0 || ourObj.id ==0x0e81 || ourObj.id ==0x0e89)
 {mChar.skills.taming=(mChar.skills.taming - 5);
  mChar.skills.herding =(mChar.skills.herding - 5);
  mChar.SysMessage( "Your hands burn and your head hurts...." );
  mChar.EmoteMessage("*Gasps in pain*" );}  //script used cursed 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 -5);
  mChar.SysMessage( "A strange, burning sensation flows from your hand into your mind.");
  mChar.EmoteMessage("*Gasps in pain*" );} //script used for swords

 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 -5);
  mChar.SysMessage( "A strange, burning sensation flows from your hand into your mind.");
  mChar.EmoteMessage("*Gasps in pain*" );} //script used for axes

 
 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 -5);
  mChar.SysMessage( "A strange, burning sensation flows from your hand into your mind.");
  mChar.EmoteMessage("*Gasps in pain*" );} //script used for maces

 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 -5);
  mChar.SysMessage( "A strange, burning sensation flows from your hand into your mind.");
  mChar.EmoteMessage("*Gasps in pain*" );} //script used for bows



 //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 dark cloak
 {
  mChar.intelligence = (mChar.intelligence - 1);
  mChar.SysMessage( "A strange, burning sensation flows into your mind.");
  mChar.EmoteMessage("*Gasps in pain*" );}

 if (ourObj.id == 0x108a) //script for ring of death
     {  mChar.SysMessage( "For a half a second you pause with shock as you realize your heart stopped beating.");
        mChar.EmoteMessage("*Screams in pain.*" );
        mChar.Kill();}
}

stranf
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Post by stranf »

here is the .dfn
//Magic gauntlets of cursing

[c_gloves]
{ left facing
get=leather_gloves
name2=Leather Gloves of cursing
name=Leather Gloves
id=0x13c6
script=5022
def=1
value = 5, 5
}

[c_studgloves]
{ right Facing
get=studded_gloves
name=studded gloves
name2=studded gloves of cursing
id=0x13dd
def=1
script=5022
value=5, 5
}


[c_ringgloves]
{
get=ring_gloves
name=ringmail gloves
name2=ringmail gloves of cursing
id=0x13eb
def=2
script=5022
value=5, 5
}

[c_plategloves]
{ left facing
get=plate_gloves
name=platemail gloves
name2=platemail gloves of cursing
id=0x1414
def=2
script=5022
value=5, 5
}

//Magic boots of cursing
[c_boots]
{
get=base_item
name=boots
name2=cursed boots
id=0x170b
weight=300
value=5, 5
layer=0x03
def=1
hp=30
str=10
dyeable=1
decay=1
script=5022
}

[c_sandals]
{
get=base_item
name=sandals
name2=cursed sandals
id=0x170d
weight=100
value=5, 5
layer=0x03
hp=10
dyeable=1
decay=1
script=5022
}

[c_shoes]
{
get=base_item
name=shoes
name=cursed shoes
id=0x170f
weight=200
value=5, 5
layer=0x03
hp=20
dyeable=1
decay=1
script=5022
}

[c_tboots]
{
get=base_item
name=thigh boots
name2=cursed thigh boots
id=0x1711
weight=400
value=5, 5
layer=0x03
def=2
hp=50
str=20
dyeable=1
decay=1
script=5022
}


[c_cloak]
{
get=base_item
name=cloak
name2=cursed cloak
id=0x1515
weight=500
value=5, 5
layer=0x14
hp=50
restock=10
dyeable=1
decay=1
script = 5022
}



//taming/herding polearms

[c_crook]
{ facing West
get=base_item
name=crook
name2=cursed wood
id=0x13f4
weight=300
value=5, 5
layer=2
lodamage=13
hidamage=15
hp=50
spd=40
str=20
restock=10
movable=1
decay=1
script=5022
}

[c_gstaff]
{ facing North
get=base_item
name=gnarled staff
name2=cursed wood
id=0x13f8
weight=300
value=5, 5
layer=2
lodamage=15
hidamage=17
hp=50
spd=33
str=20
restock=10
movable=1
decay=1
script=5022
}

[c_bstaff]
{ facing West
get=base_item
name=black staff
name2=cursed black staff
id=0x0df0
weight=600
value=5, 5
layer=2
lodamage=13
hidamage=16
hp=70
spd=39
str=35
restock=10
movable=1
decay=1
script=5022
}

[c_scrook]
{ facing North
get=base_item
name=shepherd's crook
name2=cursed wood
id=0x0e81
weight=200
value=5, 5
layer=2
lodamage=13
hidamage=15
hp=50
spd=40
str=20
restock=10
movable=1
decay=1
script=5022
}

[c_qstaff]
{ facing North
get=base_item
name=quarter staff
name2=cursed wood
id=0x0e89
weight=400
value=5, 5
layer=2
lodamage=11
hidamage=14
hp=60
spd=48
str=30
restock=10
movable=1
decay=1
script=5022
}



//ring of wizard
[death_ring]
{
get=base_item
name=ring
name2=death ring
id=0x108a
weight=100
value=5, 5
restock=10
decay=1
script = 5022
}






//weapons cursed
// SWORDS

[c_cutlass]
{ facing West
get=base_item
name=cutlass
name2=cutlass cursed
id=0x1440
weight=800
value=5, 5
layer=1
lodamage=11
hidamage=13
hp=70
spd=44
str=25
restock=10
movable=1
decay=1
script = 5022
}

[c_katana]
{ facing West
get=base_item
name=katana
name2=katana cursed
id=0x13fe
weight=600
value=5, 5
layer=1
lodamage=11
hidamage=13
hp=90
spd=46
str=25
restock=10
decay=1
script = 5022
}


[c_broadsword]
{ facing North
get=base_item
name=broadsword
name2=broadsword cursed
id=0x0f5e
weight=600
value=5, 5
layer=1
lodamage=14
hidamage=15
hp=100
spd=33
str=30
restock=10
decay=1
script = 5022
}


[c_longsword]
{ facing West
get=base_item
name=longsword
name2=longsword cursed
id=0x0f60
weight=700
value=5, 5
layer=1
lodamage=15
hidamage=16
hp=90
spd=30
str=35
restock=10
decay=1
script = 5022
}

[c_scimitar]
{ facing West
get=base_item
name=scimitar
name2=scimitar cursed
id=0x13b5
weight=500
value=5, 5
layer=1
lodamage=13
hidamage=15
hp=90
spd=37
str=25
restock=10
decay=1
script = 5022
}



[c_viking]
{ facing North
get=base_item
name=viking sword
name2=viking sword cursed
id=0x13b9
weight=600
value=5, 5
layer=1
lodamage=15
hidamage=17
hp=90
spd=28
str=40
restock=10
decay=1
script = 5022
}

[c_2hs]
{ West/East
get=base_item
name=Two-handed sword
name2=Two-handed sword cursed
id=0x26ce
weight=600
value=5, 5
layer=2
lodamage=17
hidamage=21
hp=110
spd=28
str=60
restock=10
movable=1
decay=1
script=5022
}


//axes are here
[c_lbaxe]
{ facing West
get=base_item
name=large battle axe
name2=large battle axe cursed
id=0x13fa
weight=600
value=5, 5
layer=2
lodamage=16
hidamage=17
hp=110
spd=29
str=80
restock=10
movable=1
decay=1
type=216
script=5022
}


[c_2ha]
{ facing West
get=base_item
name=two handed axe
name2=two handed axe cursed
id=0x1442
weight=800
value=5, 5
layer=2
lodamage=16
hidamage=17
hp=70
spd=31
str=40
restock=10
movable=1
decay=1
type=216
script=5022
}

[c_hatchet]
{ facing North
get=base_item
name=hatchet
name2=hatchet cursed
id=0x0f43
weight=400
value=5, 5
layer=1
lodamage=13
hidamage=15
hp=80
spd=41
str=20
restock=10
movable=1
decay=1
type=216
script=5022
}


[c_exaxe]
{ facing North
get=base_item
name=executioner's axe
name2=executioner's axe cursed
id=0x0f45
weight=800
value=5, 5
layer=2
lodamage=15
hidamage=17
hp=90
spd=33
str=40
restock=10
movable=1
decay=1
type=216
script=5022
}


[c_baxe]
{ facing North
get=base_item
name=battle axe
name2=battle axe cursed
id=0x0f47
weight=400
value=5, 5
layer=2
lodamage=15
hidamage=17
hp=80
spd=31
str=35
restock=10
movable=1
decay=1
type=216
script=5022
}


[c_axe]
{ facing North
get=base_item
name=axe
name2=axe cursed
id=0x0f49
weight=400
value=5, 5
layer=2
lodamage=14
hidamage=16
hp=100
spd=37
str=35
restock=10
movable=1
decay=1
type=216
script=5022
}


[c_dblaxe]
{ facing North
get=base_item
name=double axe
name2=double axe cursed
id=0x0f4b
weight=800
value=5, 5
layer=2
lodamage=15
hidamage=17
hp=110
spd=33
str=45
restock=10
movable=1
decay=1
type=216
script=5022
}

// MACES



[c_club]
{ facing West
get=base_item
name=club
name2=club cursed
id=0x13b3
weight=900
value=5, 5
layer=1
lodamage=11
hidamage=13
hp=40
spd=44
str=40
restock=10
movable=1
decay=1
script=5022
}

[c_shammer]
{ facing West
get=base_item
name=sledge hammer
name2=sledge hammer cursed
id=0x0fb4
weight=900
value=5, 5
layer=1
lodamage=13
hidamage=15
hp=60
spd=33
str=40
restock=10
movable=1
decay=1
script=5022
}


[c_waraxe]
{ facing West
get=base_item
name=war axe
name2=war axe cursed
id=0x13af
weight=800
value=5, 5
layer=1
lodamage=14
hidamage=15
hp=80
spd=33
str=35
restock=10
movable=1
decay=1
}

[c_mace]
{ facing North
get=base_item
name=mace
name2=mace cursed
id=0x0f5c
weight=1400
value=5, 5
layer=1
lodamage=12
hidamage=14
hp=80
spd=40
str=45
restock=10
movable=1
decay=1
script=5022
}

[c_warmace]
{ facing West
get=base_item
name=war mace
name2=war mace cursed
id=0x1406
weight=1700
value=5, 5
layer=1
lodamage=16
hidamage=17
hp=110
spd=26
str=80
restock=10
movable=1
decay=1
script=5022
}

[c_warhammer]
{ facing West
get=base_item
name=war hammer
name2=war hammer cursed
id=0x1438
weight=1000
value=5, 5
layer=2
lodamage=17
hidamage=18
hp=110
spd=28
str=95
restock=10
movable=1
decay=1
script=5022
}


[c_maul]
{ facing West
get=base_item
name=maul
name2=maul cursed
id=0x143a
weight=1400
value=5, 5
layer=1
lodamage=14
hidamage=16
hp=70
spd=32
str=45
restock=10
movable=1
decay=1
script=5022
}


[c_hpick]
{ facing West
get=base_item
name=hammer pick
name2=hammer pick cursed
id=0x143c
weight=900
value=22,11
layer=1
lodamage=15
hidamage=17
hp=70
spd=28
str=45
restock=10
movable=1
decay=1
script=5022
}


// BOWS

[c_crossbow]
{ facing North
get=base_item
name=crossbow
name2=crossbow cursed
id=0x0f4f
weight=700
value=46,23
layer=2
lodamage=18
hidamage=20
hp=80
spd=24
str=35
restock=10
movable=1
decay=1
script=5022
}


[c_bow]
{
get=base_item
name=bow
name2=bow cursed
id=0x13b1
weight=700
value=46,23
layer=2
lodamage=16
hidamage=18
hp=60
spd=25
str=30
restock=10
movable=1
decay=1
script=5022
}


[c_hxbow]
{ facing West
get=base_item
name=heavy crossbow
name2=heavy crossbow cursed
id=0x13fc
weight=900
value=56,28
layer=2
lodamage=19
hidamage=20
hp=100
spd=22
str=80
restock=10
movable=1
decay=1
script=5022
}

[c_cbow]
{ West/East
get=base_item
name=composite bow
name=composite bow cursed
id=0x26c2
weight=500
value=40,23
layer=2
lodamage=15
hidamage=17
hp=50
spd=25
str=45
restock=10
movable=1
decay=1
script=5022
}

[c_rptxbow]
{ West/East
get=base_item
name=repeating crossbow
name2=repeating crossbow cursed
id=0x26c3
weight=600
value=48,24
layer=2
lodamage=10
hidamage=12
hp=50
spd=41
str=30
restock=10
movable=1
decay=1
script=5022
}

[c_yumi]
{ East/West
get=base_item
name=yumi
name=yumi cursed
id=0x27a5
weight=800
value=40,20
layer=2
lodamage=18
hidamage=20
hp=50
spd=25
str=35
restock=10
movable=1
decay=1
script=5022
}
NOTE: Notice the default script is set to 5022.
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