More Magic Weapons!

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The Drizzle
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More Magic Weapons!

Post by The Drizzle »

Hello! So far I've taken all the weapons from Stranf's magic item list and done all the levels of accuracy for them. Anyway, here they are, thank's so much to Stranf for doing the real work here, and allowing me to do all the small changes.

Here is from the .dnf (note that Stranf's accurate weapons are in here too. I changed the second names because I'm a stickler for details and I wanted them to reflect how they're seen in the actual game). You can get the rest of the magic items from his magic items v.2 post.

This is very long. It's all in one file, but you can do seperate dnf's if you so desire.

//weapons of accuracy
// SWORDS

[a_cutlass]
{ facing West
get=base_item
name=cutlass
name2=accurate cutlass
id=0x1440
weight=800
value=526,13
layer=1
lodamage=11
hidamage=13
hp=70
spd=44
str=25
restock=10
movable=1
decay=1
script = 5021
}

[a_katana]
{ facing West
get=base_item
name=katana
name2=accurate katana
id=0x13fe
weight=600
value=534,17
layer=1
lodamage=11
hidamage=13
hp=90
spd=46
str=25
restock=10
decay=1
script = 5021
}


[a_broadsword]
{ facing North
get=base_item
name=broadsword
name2=accurate broadsword
id=0x0f5e
weight=600
value=542,21
layer=1
lodamage=14
hidamage=15
hp=100
spd=33
str=30
restock=10
decay=1
script = 5021
}


[a_longsword]
{ facing West
get=base_item
name=longsword
name2=accurate longsword
id=0x0f60
weight=700
value=558,29
layer=1
lodamage=15
hidamage=16
hp=90
spd=30
str=35
restock=10
decay=1
script = 5021
}

[a_scimitar]
{ facing West
get=base_item
name=scimitar
name2=accurate scimitar
id=0x13b5
weight=500
value=536,18
layer=1
lodamage=13
hidamage=15
hp=90
spd=37
str=25
restock=10
decay=1
script = 5021
}



[a_viking]
{ facing North
get=base_item
name=viking sword
name2=accurate viking sword
id=0x13b9
weight=600
value=550,25
layer=1
lodamage=15
hidamage=17
hp=90
spd=28
str=40
restock=10
decay=1
script = 5021
}

[a_2hs]
{ West/East
get=base_item
name=Two-handed sword
name2=accurate Two-handed sword
id=0x26ce
weight=600
value=980,40
layer=2
lodamage=17
hidamage=21
hp=110
spd=28
str=60
restock=10
movable=1
decay=1
script=5021
}


//axes are here
[a_lbaxe]
{ facing West
get=base_item
name=large battle axe
name2=accurate large battle axe
id=0x13fa
weight=600
value=532,16
layer=2
lodamage=16
hidamage=17
hp=110
spd=29
str=80
restock=10
movable=1
decay=1
type=216
script=5021
}


[a_2ha]
{ facing West
get=base_item
name=two handed axe
name2=accurate two handed axe
id=0x1442
weight=800
value=526,13
layer=2
lodamage=16
hidamage=17
hp=70
spd=31
str=40
restock=10
movable=1
decay=1
type=216
script=5021
}

[a_hatchet]
{ facing North
get=base_item
name=hatchet
name2=accurate hatchet
id=0x0f43
weight=400
value=530,15
layer=1
lodamage=13
hidamage=15
hp=80
spd=41
str=20
restock=10
movable=1
decay=1
type=216
script=5021
}


[a_exaxe]
{ facing North
get=base_item
name=executioner's axe
name2=accurate executioner's axe
id=0x0f45
weight=800
value=532,16
layer=2
lodamage=15
hidamage=17
hp=90
spd=33
str=40
restock=10
movable=1
decay=1
type=216
script=5021
}


[a_baxe]
{ facing North
get=base_item
name=battle axe
name2=accurate battle axe
id=0x0f47
weight=400
value=530,15
layer=2
lodamage=15
hidamage=17
hp=80
spd=31
str=35
restock=10
movable=1
decay=1
type=216
script=5021
}


[a_axe]
{ facing North
get=base_item
name=axe
name2=accurate axe
id=0x0f49
weight=400
value=542,21
layer=2
lodamage=14
hidamage=16
hp=100
spd=37
str=35
restock=10
movable=1
decay=1
type=216
script=5021
}


[a_dblaxe]
{ facing North
get=base_item
name=double axe
name2=accurate double axe
id=0x0f4b
weight=800
value=550,25
layer=2
lodamage=15
hidamage=17
hp=110
spd=33
str=45
restock=10
movable=1
decay=1
type=216
script=5021
}

// MACES



[a_club]
{ facing West
get=base_item
name=club
name2=accurate club
id=0x13b3
weight=900
value=27,13
layer=1
lodamage=11
hidamage=13
hp=40
spd=44
str=40
restock=10
movable=1
decay=1
script=5021
}

[a_shammer]
{ facing West
get=base_item
name=sledge hammer
name2=accurate sledge hammer
id=0x0fb4
weight=900
value=32,16
layer=1
lodamage=13
hidamage=15
hp=60
spd=33
str=40
restock=10
movable=1
decay=1
script=5021
}


[a_waraxe]
{ facing West
get=base_item
name=war axe
name2=accurate war axe
id=0x13af
weight=800
value=28,14
layer=1
lodamage=14
hidamage=15
hp=80
spd=33
str=35
restock=10
movable=1
decay=1
script=5021
}

[a_mace]
{ facing North
get=base_item
name=mace
name2=accurate mace
id=0x0f5c
weight=1400
value=26,13
layer=1
lodamage=12
hidamage=14
hp=80
spd=40
str=45
restock=10
movable=1
decay=1
script=5021
}

[a_warmace]
{ facing West
get=base_item
name=war mace
name2=accurate war mace
id=0x1406
weight=1700
value=32,16
layer=1
lodamage=16
hidamage=17
hp=110
spd=26
str=80
restock=10
movable=1
decay=1
script=5021
}

[a_warhammer]
{ facing West
get=base_item
name=war hammer
name2=accurate war hammer
id=0x1438
weight=1000
value=22,11
layer=2
lodamage=17
hidamage=18
hp=110
spd=28
str=95
restock=10
movable=1
decay=1
script=5021
}


[a_maul]
{ facing West
get=base_item
name=maul
name2=accurate maul
id=0x143a
weight=1400
value=20,10
layer=1
lodamage=14
hidamage=16
hp=70
spd=32
str=45
restock=10
movable=1
decay=1
script=5021
}


[a_hpick]
{ facing West
get=base_item
name=hammer pick
name2=accurate hammer pick
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=5021
}


// BOWS

[a_crossbow]
{ facing North
get=base_item
name=crossbow
name2=accurate crossbow
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=5021
}


[a_bow]
{
get=base_item
name=bow
name2=accurate bow
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=5021
}


[a_hxbow]
{ facing West
get=base_item
name=heavy crossbow
name2=accurate heavy crossbow
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=5021
}

[a_cbow]
{ West/East
get=base_item
name=composite bow
name=accurate composite bow
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=5021
}

[a_rptxbow]
{ West/East
get=base_item
name=repeating crossbow
name2=accurate repeating crossbow
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=5021
}

[a_yumi]
{ East/West
get=base_item
name=yumi
name=accurate yumi
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=5021
}
////weapons of surpassing accuracy
[sa_cutlass]
{ facing West
get=base_item
name=cutlass
name2=surpassingly accurate cutlass
id=0x1440
weight=800
value=526,13
layer=1
lodamage=11
hidamage=13
hp=70
spd=44
str=25
restock=10
movable=1
decay=1
script = 5022
}

[sa_katana]
{ facing West
get=base_item
name=katana
name2=surpassingly accurate katana
id=0x13fe
weight=600
value=534,17
layer=1
lodamage=11
hidamage=13
hp=90
spd=46
str=25
restock=10
decay=1
script = 5022
}


[sa_broadsword]
{ facing North
get=base_item
name=broadsword
name2=surpassingly accurate broadsword
id=0x0f5e
weight=600
value=542,21
layer=1
lodamage=14
hidamage=15
hp=100
spd=33
str=30
restock=10
decay=1
script = 5022
}


[sa_longsword]
{ facing West
get=base_item
name=longsword
name2=surpassingly accurate longsword
id=0x0f60
weight=700
value=558,29
layer=1
lodamage=15
hidamage=16
hp=90
spd=30
str=35
restock=10
decay=1
script = 5022
}

[sa_scimitar]
{ facing West
get=base_item
name=scimitar
name2=surpassingly accurate scimitar
id=0x13b5
weight=500
value=536,18
layer=1
lodamage=13
hidamage=15
hp=90
spd=37
str=25
restock=10
decay=1
script = 5022
}



[sa_viking]
{ facing North
get=base_item
name=viking sword
name2=surpassingly accurate viking sword
id=0x13b9
weight=600
value=550,25
layer=1
lodamage=15
hidamage=17
hp=90
spd=28
str=40
restock=10
decay=1
script = 5022
}

[sa_2hs]
{ West/East
get=base_item
name=Two-handed sword
name2=surpassingly accurate Two-handed sword
id=0x26ce
weight=600
value=980,40
layer=2
lodamage=17
hidamage=21
hp=110
spd=28
str=60
restock=10
movable=1
decay=1
script=5022
}


//axes are here
[sa_lbaxe]
{ facing West
get=base_item
name=large battle axe
name2=surpassingly accurate large battle axe
id=0x13fa
weight=600
value=532,16
layer=2
lodamage=16
hidamage=17
hp=110
spd=29
str=80
restock=10
movable=1
decay=1
type=216
script=5022
}


[sa_2ha]
{ facing West
get=base_item
name=two handed axe
name2=surpassingly accurate two handed axe
id=0x1442
weight=800
value=526,13
layer=2
lodamage=16
hidamage=17
hp=70
spd=31
str=40
restock=10
movable=1
decay=1
type=216
script=5022
}

[sa_hatchet]
{ facing North
get=base_item
name=hatchet
name2=surpassingly accurate hatchet
id=0x0f43
weight=400
value=530,15
layer=1
lodamage=13
hidamage=15
hp=80
spd=41
str=20
restock=10
movable=1
decay=1
type=216
script=5022
}


[sa_exaxe]
{ facing North
get=base_item
name=executioner's axe
name2=surpassingly accurate executioner's axe
id=0x0f45
weight=800
value=532,16
layer=2
lodamage=15
hidamage=17
hp=90
spd=33
str=40
restock=10
movable=1
decay=1
type=216
script=5022
}


[sa_baxe]
{ facing North
get=base_item
name=battle axe
name2=surpassingly accurate battle axe
id=0x0f47
weight=400
value=530,15
layer=2
lodamage=15
hidamage=17
hp=80
spd=31
str=35
restock=10
movable=1
decay=1
type=216
script=5022
}


[sa_axe]
{ facing North
get=base_item
name=axe
name2=surpassingly accurate axe
id=0x0f49
weight=400
value=542,21
layer=2
lodamage=14
hidamage=16
hp=100
spd=37
str=35
restock=10
movable=1
decay=1
type=216
script=5022
}


[sa_dblaxe]
{ facing North
get=base_item
name=double axe
name2=surpassingly accurate double axe
id=0x0f4b
weight=800
value=550,25
layer=2
lodamage=15
hidamage=17
hp=110
spd=33
str=45
restock=10
movable=1
decay=1
type=216
script=5022
}

// MACES



[sa_club]
{ facing West
get=base_item
name=club
name2=surpassingly accurate club
id=0x13b3
weight=900
value=27,13
layer=1
lodamage=11
hidamage=13
hp=40
spd=44
str=40
restock=10
movable=1
decay=1
script=5022
}

[sa_shammer]
{ facing West
get=base_item
name=sledge hammer
name2=surpassingly accurate sledge hammer
id=0x0fb4
weight=900
value=32,16
layer=1
lodamage=13
hidamage=15
hp=60
spd=33
str=40
restock=10
movable=1
decay=1
script=5022
}


[sa_waraxe]
{ facing West
get=base_item
name=war axe
name2=surpassingly accurate war axe
id=0x13af
weight=800
value=28,14
layer=1
lodamage=14
hidamage=15
hp=80
spd=33
str=35
restock=10
movable=1
decay=1
script=5022
}

[sa_mace]
{ facing North
get=base_item
name=mace
name2=surpassingly accurate mace
id=0x0f5c
weight=1400
value=26,13
layer=1
lodamage=12
hidamage=14
hp=80
spd=40
str=45
restock=10
movable=1
decay=1
script=5022
}

[sa_warmace]
{ facing West
get=base_item
name=war mace
name2=surpassingly accurate war mace
id=0x1406
weight=1700
value=32,16
layer=1
lodamage=16
hidamage=17
hp=110
spd=26
str=80
restock=10
movable=1
decay=1
script=5022
}

[sa_warhammer]
{ facing West
get=base_item
name=war hammer
name2=surpassingly accurate war hammer
id=0x1438
weight=1000
value=22,11
layer=2
lodamage=17
hidamage=18
hp=110
spd=28
str=95
restock=10
movable=1
decay=1
script=5022
}


[sa_maul]
{ facing West
get=base_item
name=maul
name2=surpassingly accurate maul
id=0x143a
weight=1400
value=20,10
layer=1
lodamage=14
hidamage=16
hp=70
spd=32
str=45
restock=10
movable=1
decay=1
script=5022
}


[sa_hpick]
{ facing West
get=base_item
name=hammer pick
name2=surpassingly accurate hammer pick
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

[sa_crossbow]
{ facing North
get=base_item
name=crossbow
name2=surpassingly accurate crossbow
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
}


[sa_bow]
{
get=base_item
name=bow
name2=surpassingly accurate bow
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
}


[sa_hxbow]
{ facing West
get=base_item
name=heavy crossbow
name2=surpassingly accurate heavy crossbow
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
}

[sa_cbow]
{ West/East
get=base_item
name=composite bow
name=composite bow of surpassing accuracy
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
}

[sa_rptxbow]
{ West/East
get=base_item
name=repeating crossbow
name2=surpassingly accurate repeating crossbow
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
}

[sa_yumi]
{ East/West
get=base_item
name=yumi
name=surpassingly accurate yumi
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
}
WEAPONS OF EMINENT accuracy
// SWORDS

[ea_cutlass]
{ facing West
get=base_item
name=cutlass
name2=eminently accurate cutlass
id=0x1440
weight=800
value=526,13
layer=1
lodamage=11
hidamage=13
hp=70
spd=44
str=25
restock=10
movable=1
decay=1
script = 5023
}

[ea_katana]
{ facing West
get=base_item
name=katana
name2=eminently accurate katana
id=0x13fe
weight=600
value=534,17
layer=1
lodamage=11
hidamage=13
hp=90
spd=46
str=25
restock=10
decay=1
script = 5023
}


[ea_broadsword]
{ facing North
get=base_item
name=broadsword
name2=eminently accurate broadsword
id=0x0f5e
weight=600
value=542,21
layer=1
lodamage=14
hidamage=15
hp=100
spd=33
str=30
restock=10
decay=1
script = 5023
}


[ea_longsword]
{ facing West
get=base_item
name=longsword
name2=eminently accurate longsword
id=0x0f60
weight=700
value=558,29
layer=1
lodamage=15
hidamage=16
hp=90
spd=30
str=35
restock=10
decay=1
script = 5023
}

[ea_scimitar]
{ facing West
get=base_item
name=scimitar
name2=eminently accurate scimitar
id=0x13b5
weight=500
value=536,18
layer=1
lodamage=13
hidamage=15
hp=90
spd=37
str=25
restock=10
decay=1
script = 5023
}



[ea_viking]
{ facing North
get=base_item
name=viking sword
name2=eminently accurate viking sword
id=0x13b9
weight=600
value=550,25
layer=1
lodamage=15
hidamage=17
hp=90
spd=28
str=40
restock=10
decay=1
script = 5023
}

[ea_2hs]
{ West/East
get=base_item
name=Two-handed sword
name2=eminently accurate Two-handed sword
id=0x26ce
weight=600
value=980,40
layer=2
lodamage=17
hidamage=21
hp=110
spd=28
str=60
restock=10
movable=1
decay=1
script=5023
}


//axes are here
[ea_lbaxe]
{ facing West
get=base_item
name=large battle axe
name2=eminently accurate large battle axe
id=0x13fa
weight=600
value=532,16
layer=2
lodamage=16
hidamage=17
hp=110
spd=29
str=80
restock=10
movable=1
decay=1
type=216
script=5023
}


[ea_2ha]
{ facing West
get=base_item
name=two handed axe
name2=eminently accurate two handed axe
id=0x1442
weight=800
value=526,13
layer=2
lodamage=16
hidamage=17
hp=70
spd=31
str=40
restock=10
movable=1
decay=1
type=216
script=5023
}

[ea_hatchet]
{ facing North
get=base_item
name=hatchet
name2=eminently accurate hatchet
id=0x0f43
weight=400
value=530,15
layer=1
lodamage=13
hidamage=15
hp=80
spd=41
str=20
restock=10
movable=1
decay=1
type=216
script=5023
}


[ea_exaxe]
{ facing North
get=base_item
name=executioner's axe
name2=eminently accurate executioner's axe
id=0x0f45
weight=800
value=532,16
layer=2
lodamage=15
hidamage=17
hp=90
spd=33
str=40
restock=10
movable=1
decay=1
type=216
script=5023
}


[ea_baxe]
{ facing North
get=base_item
name=battle axe
name2=eminently accurate battle axe
id=0x0f47
weight=400
value=530,15
layer=2
lodamage=15
hidamage=17
hp=80
spd=31
str=35
restock=10
movable=1
decay=1
type=216
script=5023
}


[ea_axe]
{ facing North
get=base_item
name=axe
name2=eminently accurate axe
id=0x0f49
weight=400
value=542,21
layer=2
lodamage=14
hidamage=16
hp=100
spd=37
str=35
restock=10
movable=1
decay=1
type=216
script=5023
}


[ea_dblaxe]
{ facing North
get=base_item
name=double axe
name2=eminently accurate double axe
id=0x0f4b
weight=800
value=550,25
layer=2
lodamage=15
hidamage=17
hp=110
spd=33
str=45
restock=10
movable=1
decay=1
type=216
script=5023
}

// MACES



[ea_club]
{ facing West
get=base_item
name=club
name2=eminently accurate club
id=0x13b3
weight=900
value=27,13
layer=1
lodamage=11
hidamage=13
hp=40
spd=44
str=40
restock=10
movable=1
decay=1
script=5023
}

[ea_shammer]
{ facing West
get=base_item
name=sledge hammer
name2=eminently accurate sledge hammer
id=0x0fb4
weight=900
value=32,16
layer=1
lodamage=13
hidamage=15
hp=60
spd=33
str=40
restock=10
movable=1
decay=1
script=5023
}


[ea_waraxe]
{ facing West
get=base_item
name=war axe
name2=eminently accurate war axe
id=0x13af
weight=800
value=28,14
layer=1
lodamage=14
hidamage=15
hp=80
spd=33
str=35
restock=10
movable=1
decay=1
script=5023
}

[ea_mace]
{ facing North
get=base_item
name=mace
name2=eminently accurate mace
id=0x0f5c
weight=1400
value=26,13
layer=1
lodamage=12
hidamage=14
hp=80
spd=40
str=45
restock=10
movable=1
decay=1
script=5023
}

[ea_warmace]
{ facing West
get=base_item
name=war mace
name2=eminently accurate war mace
id=0x1406
weight=1700
value=32,16
layer=1
lodamage=16
hidamage=17
hp=110
spd=26
str=80
restock=10
movable=1
decay=1
script=5023
}

[ea_warhammer]
{ facing West
get=base_item
name=war hammer
name2=eminently accurate war hammer
id=0x1438
weight=1000
value=22,11
layer=2
lodamage=17
hidamage=18
hp=110
spd=28
str=95
restock=10
movable=1
decay=1
script=5023
}


[ea_maul]
{ facing West
get=base_item
name=maul
name2=eminently accurate maul
id=0x143a
weight=1400
value=20,10
layer=1
lodamage=14
hidamage=16
hp=70
spd=32
str=45
restock=10
movable=1
decay=1
script=5023
}


[ea_hpick]
{ facing West
get=base_item
name=hammer pick
name2=eminently accurate hammer pick
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=5023
}


// BOWS

[ea_crossbow]
{ facing North
get=base_item
name=crossbow
name2=eminently accurate crossbow
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=5023
}


[ea_bow]
{
get=base_item
name=bow
name2=eminently accurate bow
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=5023
}


[ea_hxbow]
{ facing West
get=base_item
name=heavy crossbow
name2=eminently accurate heavy crossbow
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=5023
}

[ea_cbow]
{ West/East
get=base_item
name=composite bow
name=eminently accurate composite bow
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=5023
}

[ea_rptxbow]
{ West/East
get=base_item
name=repeating crossbow
name2=eminently accurate repeating crossbow
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=5023
}

[ea_yumi]
{ East/West
get=base_item
name=yumi
name=eminently accurate yumi
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=5023
}
///// Exceedingly Accurate
// SWORDS

[exa_cutlass]
{ facing West
get=base_item
name=cutlass
name2=exceedingly accurate cutlass
id=0x1440
weight=800
value=526,13
layer=1
lodamage=11
hidamage=13
hp=70
spd=44
str=25
restock=10
movable=1
decay=1
script = 5024
}

[exa_katana]
{ facing West
get=base_item
name=katana
name2=exceedingly accurate katana
id=0x13fe
weight=600
value=534,17
layer=1
lodamage=11
hidamage=13
hp=90
spd=46
str=25
restock=10
decay=1
script = 5024
}


[exa_broadsword]
{ facing North
get=base_item
name=broadsword
name2=exceedingly accurate broadsword
id=0x0f5e
weight=600
value=542,21
layer=1
lodamage=14
hidamage=15
hp=100
spd=33
str=30
restock=10
decay=1
script = 5024
}


[exa_longsword]
{ facing West
get=base_item
name=longsword
name2=exceedingly accurate longsword
id=0x0f60
weight=700
value=558,29
layer=1
lodamage=15
hidamage=16
hp=90
spd=30
str=35
restock=10
decay=1
script = 5024
}

[exa_scimitar]
{ facing West
get=base_item
name=scimitar
name2=exceedingly accurate scimitar
id=0x13b5
weight=500
value=536,18
layer=1
lodamage=13
hidamage=15
hp=90
spd=37
str=25
restock=10
decay=1
script = 5024
}



[exa_viking]
{ facing North
get=base_item
name=viking sword
name2=exceedingly accurate viking sword
id=0x13b9
weight=600
value=550,25
layer=1
lodamage=15
hidamage=17
hp=90
spd=28
str=40
restock=10
decay=1
script = 5024
}

[exa_2hs]
{ West/East
get=base_item
name=Two-handed sword
name2=exceedingly accurate Two-handed sword
id=0x26ce
weight=600
value=980,40
layer=2
lodamage=17
hidamage=21
hp=110
spd=28
str=60
restock=10
movable=1
decay=1
script=5024
}


//axes are here
[exa_lbaxe]
{ facing West
get=base_item
name=large battle axe
name2=exceedingly accurate large battle axe
id=0x13fa
weight=600
value=532,16
layer=2
lodamage=16
hidamage=17
hp=110
spd=29
str=80
restock=10
movable=1
decay=1
type=216
script=5024
}


[exa_2ha]
{ facing West
get=base_item
name=two handed axe
name2=exceedingly accurate two handed axe
id=0x1442
weight=800
value=526,13
layer=2
lodamage=16
hidamage=17
hp=70
spd=31
str=40
restock=10
movable=1
decay=1
type=216
script=5024
}

[a_hatchet]
{ facing North
get=base_item
name=hatchet
name2=accurate hatchet
id=0x0f43
weight=400
value=530,15
layer=1
lodamage=13
hidamage=15
hp=80
spd=41
str=20
restock=10
movable=1
decay=1
type=216
script=5021
}


[exa_exaxe]
{ facing North
get=base_item
name=executioner's axe
name2=exceedingly accurate executioner's axe
id=0x0f45
weight=800
value=532,16
layer=2
lodamage=15
hidamage=17
hp=90
spd=33
str=40
restock=10
movable=1
decay=1
type=216
script=5024
}


[exa_baxe]
{ facing North
get=base_item
name=battle axe
name2=exceedingly accurate battle axe
id=0x0f47
weight=400
value=530,15
layer=2
lodamage=15
hidamage=17
hp=80
spd=31
str=35
restock=10
movable=1
decay=1
type=216
script=5024
}


[exa_axe]
{ facing North
get=base_item
name=axe
name2=exceedingly accurate axe
id=0x0f49
weight=400
value=542,21
layer=2
lodamage=14
hidamage=16
hp=100
spd=37
str=35
restock=10
movable=1
decay=1
type=216
script=5024
}


[exa_dblaxe]
{ facing North
get=base_item
name=double axe
name2=exceedingly accurate double axe
id=0x0f4b
weight=800
value=550,25
layer=2
lodamage=15
hidamage=17
hp=110
spd=33
str=45
restock=10
movable=1
decay=1
type=216
script=5024
}

// MACES



[exa_club]
{ facing West
get=base_item
name=club
name2=exceedingly accurate club
id=0x13b3
weight=900
value=27,13
layer=1
lodamage=11
hidamage=13
hp=40
spd=44
str=40
restock=10
movable=1
decay=1
script=5024
}

[exa_shammer]
{ facing West
get=base_item
name=sledge hammer
name2=exceedingly accurate sledge hammer
id=0x0fb4
weight=900
value=32,16
layer=1
lodamage=13
hidamage=15
hp=60
spd=33
str=40
restock=10
movable=1
decay=1
script=5024
}


[exa_waraxe]
{ facing West
get=base_item
name=war axe
name2=exceedingly accurate war axe
id=0x13af
weight=800
value=28,14
layer=1
lodamage=14
hidamage=15
hp=80
spd=33
str=35
restock=10
movable=1
decay=1
script=5024
}

[exa_mace]
{ facing North
get=base_item
name=mace
name2=exceedingly accurate mace
id=0x0f5c
weight=1400
value=26,13
layer=1
lodamage=12
hidamage=14
hp=80
spd=40
str=45
restock=10
movable=1
decay=1
script=5024
}

[exa_warmace]
{ facing West
get=base_item
name=war mace
name2=exceedingly accurate war mace
id=0x1406
weight=1700
value=32,16
layer=1
lodamage=16
hidamage=17
hp=110
spd=26
str=80
restock=10
movable=1
decay=1
script=5024
}

[exa_warhammer]
{ facing West
get=base_item
name=war hammer
name2=exceedingly accurate war hammer
id=0x1438
weight=1000
value=22,11
layer=2
lodamage=17
hidamage=18
hp=110
spd=28
str=95
restock=10
movable=1
decay=1
script=5024
}


[exa_maul]
{ facing West
get=base_item
name=maul
name2=exceedingly accurate maul
id=0x143a
weight=1400
value=20,10
layer=1
lodamage=14
hidamage=16
hp=70
spd=32
str=45
restock=10
movable=1
decay=1
script=5024
}


[exa_hpick]
{ facing West
get=base_item
name=hammer pick
name2=exceedingly accurate hammer pick
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=5024
}


// BOWS

[exa_crossbow]
{ facing North
get=base_item
name=crossbow
name2=exceedingly accurate crossbow
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=5024
}


[exa_bow]
{
get=base_item
name=bow
name2=exceedingly accurate bow
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=5024
}


[exa_hxbow]
{ facing West
get=base_item
name=heavy crossbow
name2=exceedingly accurate heavy crossbow
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=5024
}

[exa_cbow]
{ West/East
get=base_item
name=composite bow
name=exceedingly accurate composite bow
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=5024
}

[exa_rptxbow]
{ West/East
get=base_item
name=repeating crossbow
name2=exceedingly accurate repeating crossbow
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=5024
}

[exa_yumi]
{ East/West
get=base_item
name=yumi
name=exceedingly accurate yumi
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=5024
}
/////////////// Supremely Accurate
// SWORDS

[sua_cutlass]
{ facing West
get=base_item
name=cutlass
name2=supremely accurate cutlass
id=0x1440
weight=800
value=526,13
layer=1
lodamage=11
hidamage=13
hp=70
spd=44
str=25
restock=10
movable=1
decay=1
script = 5025
}

[sua_katana]
{ facing West
get=base_item
name=katana
name2=supremely accurate katana
id=0x13fe
weight=600
value=534,17
layer=1
lodamage=11
hidamage=13
hp=90
spd=46
str=25
restock=10
decay=1
script = 5025
}


[sua_broadsword]
{ facing North
get=base_item
name=broadsword
name2=supremely accurate broadsword
id=0x0f5e
weight=600
value=542,21
layer=1
lodamage=14
hidamage=15
hp=100
spd=33
str=30
restock=10
decay=1
script = 5025
}


[sua_longsword]
{ facing West
get=base_item
name=longsword
name2=supremely accurate longsword
id=0x0f60
weight=700
value=558,29
layer=1
lodamage=15
hidamage=16
hp=90
spd=30
str=35
restock=10
decay=1
script = 5025
}

[sua_scimitar]
{ facing West
get=base_item
name=scimitar
name2=supremely accurate scimitar
id=0x13b5
weight=500
value=536,18
layer=1
lodamage=13
hidamage=15
hp=90
spd=37
str=25
restock=10
decay=1
script = 5025
}



[sua_viking]
{ facing North
get=base_item
name=viking sword
name2=supremely accurate viking sword
id=0x13b9
weight=600
value=550,25
layer=1
lodamage=15
hidamage=17
hp=90
spd=28
str=40
restock=10
decay=1
script = 5025
}

[sua_2hs]
{ West/East
get=base_item
name=Two-handed sword
name2=supremely accurate Two-handed sword
id=0x26ce
weight=600
value=980,40
layer=2
lodamage=17
hidamage=21
hp=110
spd=28
str=60
restock=10
movable=1
decay=1
script=5025
}


//axes are here
[sua_lbaxe]
{ facing West
get=base_item
name=large battle axe
name2=supremely accurate large battle axe
id=0x13fa
weight=600
value=532,16
layer=2
lodamage=16
hidamage=17
hp=110
spd=29
str=80
restock=10
movable=1
decay=1
type=216
script=5025
}


[sua_2ha]
{ facing West
get=base_item
name=two handed axe
name2=supremely accurate two handed axe
id=0x1442
weight=800
value=526,13
layer=2
lodamage=16
hidamage=17
hp=70
spd=31
str=40
restock=10
movable=1
decay=1
type=216
script=5025
}

[sua_hatchet]
{ facing North
get=base_item
name=hatchet
name2=supremely accurate hatchet
id=0x0f43
weight=400
value=530,15
layer=1
lodamage=13
hidamage=15
hp=80
spd=41
str=20
restock=10
movable=1
decay=1
type=216
script=5025
}


[sua_exaxe]
{ facing North
get=base_item
name=executioner's axe
name2=supremely accurate executioner's axe
id=0x0f45
weight=800
value=532,16
layer=2
lodamage=15
hidamage=17
hp=90
spd=33
str=40
restock=10
movable=1
decay=1
type=216
script=5025
}


[sua_baxe]
{ facing North
get=base_item
name=battle axe
name2=supremely accurate battle axe
id=0x0f47
weight=400
value=530,15
layer=2
lodamage=15
hidamage=17
hp=80
spd=31
str=35
restock=10
movable=1
decay=1
type=216
script=5025
}


[sua_axe]
{ facing North
get=base_item
name=axe
name2=supremely accurate axe
id=0x0f49
weight=400
value=542,21
layer=2
lodamage=14
hidamage=16
hp=100
spd=37
str=35
restock=10
movable=1
decay=1
type=216
script=5025
}


[sua_dblaxe]
{ facing North
get=base_item
name=double axe
name2=supremely accurate double axe
id=0x0f4b
weight=800
value=550,25
layer=2
lodamage=15
hidamage=17
hp=110
spd=33
str=45
restock=10
movable=1
decay=1
type=216
script=5025
}

// MACES



[sua_club]
{ facing West
get=base_item
name=club
name2=supremely accurate club
id=0x13b3
weight=900
value=27,13
layer=1
lodamage=11
hidamage=13
hp=40
spd=44
str=40
restock=10
movable=1
decay=1
script=5025
}

[sua_shammer]
{ facing West
get=base_item
name=sledge hammer
name2=supremely accurate sledge hammer
id=0x0fb4
weight=900
value=32,16
layer=1
lodamage=13
hidamage=15
hp=60
spd=33
str=40
restock=10
movable=1
decay=1
script=5025
}


[sua_waraxe]
{ facing West
get=base_item
name=war axe
name2=supremely accurate war axe
id=0x13af
weight=800
value=28,14
layer=1
lodamage=14
hidamage=15
hp=80
spd=33
str=35
restock=10
movable=1
decay=1
script=5025
}

[sua_mace]
{ facing North
get=base_item
name=mace
name2=supremely accurate mace
id=0x0f5c
weight=1400
value=26,13
layer=1
lodamage=12
hidamage=14
hp=80
spd=40
str=45
restock=10
movable=1
decay=1
script=5025
}

[sua_warmace]
{ facing West
get=base_item
name=war mace
name2=supremely accurate war mace
id=0x1406
weight=1700
value=32,16
layer=1
lodamage=16
hidamage=17
hp=110
spd=26
str=80
restock=10
movable=1
decay=1
script=5025
}

[sua_warhammer]
{ facing West
get=base_item
name=war hammer
name2=supremely accurate war hammer
id=0x1438
weight=1000
value=22,11
layer=2
lodamage=17
hidamage=18
hp=110
spd=28
str=95
restock=10
movable=1
decay=1
script=5025
}


[sua_maul]
{ facing West
get=base_item
name=maul
name2=supremely accurate maul
id=0x143a
weight=1400
value=20,10
layer=1
lodamage=14
hidamage=16
hp=70
spd=32
str=45
restock=10
movable=1
decay=1
script=5025
}


[sua_hpick]
{ facing West
get=base_item
name=hammer pick
name2=supremely accurate hammer pick
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=5025
}


// BOWS

[sua_crossbow]
{ facing North
get=base_item
name=crossbow
name2=supremely accurate crossbow
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=5025
}


[sua_bow]
{
get=base_item
name=bow
name2=supremely accurate bow
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=5025
}


[sua_hxbow]
{ facing West
get=base_item
name=heavy crossbow
name2=supremely accurate heavy crossbow
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=5025
}

[sua_cbow]
{ West/East
get=base_item
name=composite bow
name=supremely accurate composite bow
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=5025
}

[sua_rptxbow]
{ West/East
get=base_item
name=repeating crossbow
name2=supremely accurate repeating crossbow
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=5025
}

[sua_yumi]
{ East/West
get=base_item
name=yumi
name=supremely accurate yumi
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=5025
}
Last edited by Xuri on Sun Jan 15, 2012 8:06 pm, edited 2 times in total.
Reason: Added syntax-highlighting to get code-contracting option
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Xuri
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Post by Xuri »

A suggestion =) For scripts this long, it would be better to zip them up and get them hosted at a free file-hosting website such as Rapidshare.de or Filefront.com.
-= Ho Eyo He Hum =-
The Drizzle
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Post by The Drizzle »

The scripts for all the accurate weapons are with Stranf's magic items v.2, so you can pluck it out of there. here are the other four.
Surpassingly accurate
//equipfunction here

function onEquip(mChar, ourObj)
{
 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 + 100);} //script used for swords of surpassing 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 + 100);} //script used for axes of surpassing 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 + 100);} //script used for maces of surpassing 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 + 100);} //script used for bows of surpassing accuracy
 }
 //unequip function here

function onUnequip(mChar, ourObj)
{


 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 - 100);} //script used for swords of surpassing 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 - 100);} //script used for axes of surpassing 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 - 100);} //script used for maces of surpassing 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 - 100);} //script used for bows of surpassing accuracy

}
////////Eminently Accurate
//equipfunction here

function onEquip(mChar, ourObj)
{
 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 + 150);} //script used for swords of eminent 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 + 150);} //script used for axes of eminent 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 + 150);} //script used for maces of eminent 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 + 150);} //script used for bows of eminent accuracy
 }
 //unequip function here

function onUnequip(mChar, ourObj)
{


 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 - 150);} //script used for swords of eminent 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 - 150);} //script used for axes of eminent 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 - 150);} //script used for maces of eminent 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 - 150);} //script used for bows of eminent accuracy

}
//////////// Exceedingly Accurate

/equipfunction here

function onEquip(mChar, ourObj)
{
 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 + 200);} //script used for swords of exceeding 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 + 200);} //script used for axes of exceeding 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 + 200);} //script used for maces of exceeding 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 + 200);} //script used for bows of exceeding accuracy
 }
 //unequip function here

function onUnequip(mChar, ourObj)
{


 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 - 200);} //script used for swords of exceeding 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 - 200);} //script used for axes of exceeding 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 - 200);} //script used for maces of exceeding 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 - 200);} //script used for bows of exceeding accuracy

}
/////////// Supremely Accurate
//equipfunction here

function onEquip(mChar, ourObj)
{
 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 + 250);} //script used for swords of supreme 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 + 250);} //script used for axes of supreme 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 + 250);} //script used for maces of supreme 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 + 250);} //script used for bows of supreme accuracy
 }
 //unequip function here

function onUnequip(mChar, ourObj)
{


 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 - 250);} //script used for swords of supreme 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 - 250);} //script used for axes of supreme 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 - 250);} //script used for maces of supreme 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 - 250);} //script used for bows of supreme accuracy

}
Last edited by Xuri on Sun Jan 15, 2012 8:08 pm, edited 2 times in total.
Reason: Added syntax-highlighting with code-contraction to reduce scrolling
The Drizzle
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Post by The Drizzle »

A few notes.

1. The accurates are on script 5021 (per Stranf), then it goes surpassingly accurate on 5022, eminently on 5023, exceedingly on 5024, and supremely on 5025

2. To add the weapons, check out Stranf's magic items v.1, although here is a shortcut. All accuates are a_(weapon name), all surpassingly accurate are sa_(weapon name), all eminently are ea_(weapon name), all exceedingly are exa_(weapon name), and supremely are sua_(weapon name)

Sorry about the length of this, I hope it saves people the trouble of a lot of small tinkering.
stranf
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Post by stranf »

Thanks for changing that!

howeever, for a note, you might want to use "code" buttons to get it to display green so it is easier to cut and paste.

I might just install these scripts myself if you don't mind and add them to "stranf's Starter kit"

I've got a .dfn set up with armor as well as my weapons, just need to time to add the script and that will give you more room to play and tinker!
The Drizzle
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Post by The Drizzle »

Yeah, go right ahead using those, I mean all I basically did was use your template to copy and paste them. And I wasn't sure how to do the thing before, but I'll edit it sometime tomorrow so it looks nicer. Since I don't know anything about scripting, I can't wait to see what the scripts would look like in adding damage to a weapon. If you can figure out that, then I can most definitely spend some time doing all the different type of damage bonuses and eventually if I can figure it out, accuracy + damage. Anyway, it's late here, I'm going to bed.
stranf
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Post by stranf »

Yeah. Good work. you gave me some ideas on how to go faster.

If all goes well, sometime this weekend, I should have your scripts encorporated into mine, with about 4 or 5 variants of armor.

I'm thinking of exporting some 8th age and mondain's legacy items as well, and merging them into your scripts.

Then I'll just let my magic item's posts die a slow death, create one post where I"ll post all of the scripts and .dfns in a zip file that I can constantly update, similar to my worldfile post in the other forum.

We should have a nice collection of magic items soon.
stranf
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Post by stranf »

Drizzle!

Good job.

I placed all of your swords into 1 dfn file, renamed the scripts (since I have my cursed items at 5022), and associated it into my main file.

I'll upload the completed package as a new update to the
"Stranf's starter kit" post on the front page.

Oh, I also added the "if mChar == online" check to prevent exploiting.
LeoX9
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Post by LeoX9 »

Not sure if someone has this already or not... But I just used a python command prompt to make a completely DFN file of ALL weapons with the dmg/accuracy/durability characteristics.... Oh silver as well.... I'm not working on a JScript to add Tactics for the accuracy (or Archery + for bows), and than a silver script.... If anyone would like my complete list I can share.
xantier
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Post by xantier »

well. but isn't it a bit "long" ? you can simply create a variable on the weapon that sets accuracy, silver, damage bonus, spell bonus and add a generic "click" trigger that checks these and re-writes weapon's name correct according to these?
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Post by dragon slayer »

I know xuri is working on magic system for js for monsters :) or i should say for loot
Zaksmeer
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Post by Zaksmeer »

wouldnt have been easier than coding each individual weapon but instead write the code to be added to a weapon of your choice. IE the moongate script. Just a thought.
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