Re: new npc = a elf
Posted: 30 Nov 2009, 21:43
What about something that gives a range bonus but greatly hinders a melee stat?
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<id>, ElfHat, Elf Hat, 5, <other values here>, {}, { callfunc "ElfHatRangeBonus"; }
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// Item Functions
npc: npc/items/purification_potion.txt
npc: npc/items/elf_hat.txt
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function script ElfHatRangeBonus {
if (getequipid(equip_hand1) == 530 ||
getequipid(equip_hand1) == 545 ||
getequipid(equip_hand1) == 575 ||
getequipid(equip_hand1) == 1200)
bonus bAtkRange,3; // Value?
return;
}
Freeyorp101 wrote:Since you'd be using an equip script for a bonus call anyway:
In the item_db:In scripts.conf:Code: Select all
<id>, ElfHat, Elf Hat, 5, <other values here>, {}, { callfunc "ElfHatRangeBonus"; }
In a new file, npc/items/elf_hat.txt:Code: Select all
// Item Functions npc: npc/items/purification_potion.txt npc: npc/items/elf_hat.txt
An additional range of 3 would be quite significant, btw, especially with some of the upcoming skill additions.Code: Select all
function script ElfHatRangeBonus { if (getequipid(equip_hand1) == 530 || getequipid(equip_hand1) == 545 || getequipid(equip_hand1) == 575 || getequipid(equip_hand1) == 1200) bonus bAtkRange,3; // Value? return; }
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---Freeyorp
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/ Item Functions
npc: npc/items/purification_potion.txt
npc: npc/items/elf_hat.txt
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function script ElfHatRangeBonus {
if (getequipid(equip_hand1) == 530 ||
getequipid(equip_hand1) == 545 ||
getequipid(equip_hand1) == 575 ||
getequipid(equip_hand1) == 1200)
bonus bAtkRange,3; // Value?
return;
The reason for my example was to show that you can include checks so that certain bonii can be made to only apply when these conditions are met; in this example a range bonus only when a bow is equippedKage wrote:We really need something that mostly or only benefits archers. If nothing else is suitable [...]
By being on the forums everyone is already exposed to spoilers. Most people should understand this. Feel free to start a new thread. Keeping things in the dark doesn't help the content developers at all.Tiana wrote:Sorry to jump in on this thread, as I am NOT an artist at all, but the discussion of attributes is of interest to me.
There is an item already finished that was designed for archers... I know because I wrote up the concept for the item. I believe even most of the scripting was done for this too. Feel free to PM me if you want to know more... I don't want to spoil anything![]()
Just please keep the above in mind while designing attributes for this hat!
I talked to Tiana, her item is already in git, and so I am say its closer to being done. I think they already have their script finalized (she said she has been working close with developers). She said the base level for her quest is 70. I think we should re aim our quest for level between 30 and 40. She told me the stat bonus that she desires for her item to have and I think it is suited for higher levels.AcnotAlpha wrote:That would work too. Not as high a bonus, but it combines both, so it would be more useful.
I think a level 30-40 can kill sea slimes?lien wrote:yes it could be good but the pearls I think it's too hard