weapon speed
weapon speed
how can i chance the weapon speed by script?
like
item.speed = X;
i've not found something like that in the JavaScriptDocs but i've seen some speed thing on the dfn files.
i want some dinamyc thing, so i cannot use the dfn in this case.
like
item.speed = X;
i've not found something like that in the JavaScriptDocs but i've seen some speed thing on the dfn files.
i want some dinamyc thing, so i cannot use the dfn in this case.
Some DFN values are not exported to scripts yet. Off the top of my head, are stradd, dexadd, etc. It would be nice if we came up with a list of values on DFNs that are not yet supported by JS objects and see if we can get most, if not all, of them exported.
The problem is, I'm not exactly sure what process -or how difficult- it is to do such a thing.
I'm also wondering if there is a way to control the "weapon speed" of a monster...it seems to me they all attack at the same rate.
The problem is, I'm not exactly sure what process -or how difficult- it is to do such a thing.
I'm also wondering if there is a way to control the "weapon speed" of a monster...it seems to me they all attack at the same rate.
i want to do that because it seems that when you equip a weapon the damage that you'll cause is the weapon damage (ignoring your str), and i've changed it (by changing the weapon damage when you equip it modifying it based on your str, and when unequiped back to the 'old' damage).
and i need to do the same with speed.
and i need to do the same with speed.
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Grimson
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It's not very difficult, but the JS engine has a limit on the amount of properties a class can have. And as you can already use the onEquip and onUnequip events as a way to add bonus stats to a char I see no big need to export stradd, dexadd an so on.stranf wrote:The problem is, I'm not exactly sure what process -or how difficult- it is to do such a thing.
The attack speed of chars is based on the dexterity (value is capped at 100) and, if they have an actual weapon equiped (not just a weapon on the model) the weapon speed. If they don't have a weapon the wrestling skill is used instead.stranf wrote:I'm also wondering if there is a way to control the "weapon speed" of a monster...it seems to me they all attack at the same rate.
So, to slow an attack of a Dragon, I should put his Dex at a value like 20. But this would give the Dragon poor abilities in other situations...Namely if he is chasing a PC he will get tired super quick.The attack speed of chars is based on the dexterity (value is capped at 100) and, if they have an actual weapon equiped (not just a weapon on the model) the weapon speed. If they don't have a weapon the wrestling skill is used instead.
Could a monster theoretically "equip" a non-modeled weapon for the sole purpose of adjusting combat rate?
For example, could I create a "dragon talon" weapon that uses Wrestling skill and has a damage 15-60 and a weaponspeed of 8? Then I could "equip" such a weapon on the Dragon -no model would show- But UOx3 would calculate damage based on the "weapon" the Dragon has equipped? This would be a neat feature, with lots of different flexibilites. (For example, I can use my global fire-damage script of I make the "Dragon weapon" Type 41.) This could be very dynamic in the PvM department.
i don't need to chance the cap of dex that the UOX use to modify the speed, i need to edit the weapon speed when the player equips it, like i've told there.
Code: Select all
//exemple only
functio onEquip(user, item) {
item.speed = item.speed + 1231121;
}