Easier itemization

If Wishes were UOX Coders, we'd be done by now ;P Post your wishes/suggestions for UOX3 changes/improvements here.
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Starp
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Easier itemization

Post by Starp »

Would it be possible to make items have the ability to check another .dfn to randomly add a stat/skill/dmg/ etc modifiers?

Crude example of what I am asking:

[0x1440]
{ facing West
get=base_item
name=cutlass
id=0x1440
weight=800
value=26 13
layer=1
lodamage=6
hidamage=28
hp=31 70
spd=45
str=10
restock=10
movable=1
decay=1
good=21
MOD=MODLIST1
}


Whereas MODLIST1 might have
{
dexadd1
dexadd2
stradd1
stradd2
tactics +5 (or even script=xxxx)
hidmg +10%
spd +10%
itemhp +10%
HP +5
}


It certainly would make itemization alot easier since instead of adding each item and variable item seperatly, we could then add them in bulk.
Grimson
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Post by Grimson »

Starp wrote: [0x1440]
{ facing West
get=base_item
name=cutlass
id=0x1440
weight=800
value=26 13
layer=1
lodamage=6
hidamage=28
hp=31 70
spd=45
str=10
restock=10
movable=1
decay=1
good=21
}
Take a closer look at the "get" tag, it does what you want.
Starp
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Post by Starp »

Grimson (young) comprehension skill 0.0 wrote: Take a closer look at the "get" tag, it does what you want.
Actually if you'd have 'taken a closer look' and actually read the request in the first place, you wouldn't have made yourself look like Mr. IAssumeIKnowWhatPeopleAreSayingByOnlyReadingTheFirstWordOfThierPosts.

@anyrate you can't carry on intelligent conversation with people who assume they know what everyone is talking about without even reading what they are saying.

I appologize to the readers of this board for my own abrassiveness; however, I do have better things to do with my time than to deal with people like aforementioned.
______

Thanks Giwo, for the words, yet by the time I would write the js for that I'd might as well just write out the dfn's (5.6 items/minute). Seems like making itemization easier would be a good route to take, considering the vast number of potential items out there, varients of skillmods, statmods, and even oldschool mods like durable-invulnerable, accurate-exceedingly accurate, runic-vanquishing, silver so on and so forth. The less complex it is for the people the less chance they will screw it up and complain (or cry that they can't figure it out).

Anyway I'll take my leave, maybe I'll check back in a year or 2 to see if t-hunting/fishing were properly put in, but until then I have 6 other emulators that need itemized and thankfully 4 of those have nice easy dbase tables for doing that task. Alot of work, just to allow my kid to play games without him having to deal with the less than desirable of our race.
Last edited by Starp on Sat Aug 19, 2006 5:02 am, edited 1 time in total.
giwo
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Post by giwo »

No, it would apply the last one (technically it applies all 4, but the final one will take precedence) and in this case it would do so for almost all items in the game.

There is no way, currently, to have a randomized stat modifier in an item script. But you could create a JS script for it.
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