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Submitted by bare_elf on Mon, 2014-06-09 23:38
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Even though it would be a lot of work to recreate my DS1 Noob Armor I think I just might do it and maybe this time add a weapon or two.
Think I will call the body Armor either bloody shirt or I wet my pants and code the enchantment thus
[magic]
{
[enchantments]
{
[*]
{
alteration = alter_armor_source_percent;
value = -1.0;
description = "-100% Armor";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
I would call the ranged weapon "Crap I missed again and code it like this
[t:template,n:bw_dumb_nob]
{
specializes = base_bow_template;
doc = "dumb_elven_longbow";
[aspect]
{
model = m_w_bow_skewer;
[textures]
{
0 = b_w_bow_skewer;
}
}
[attack]
{
attack_range = -2.0;//Made the range shorter, the original range was 10
damage_min = (-0.75 * (3.0 + 0.65 * #item_level))*5;
damage_max = (-1.25 * (3.0 + 0.65 * #item_level))*5;
}
[common]
{
allow_modifiers = false;
screen_name = "Crap Missed Again";
}
[gui]
{
equip_requirements = ranged:#item_level - 2.0;
inventory_icon = b_gui_ig_i_w_bow_skewer;
inventory_height = 3;
inventory_width = 1;
}
[pcontent]
{
[base]
{
item_level = 6.0;
}
[var1]
{
item_level = 15.0;
}
[var2]
{
item_level = 30.0;
}
[var3]
{
item_level = 40.0;
}
[var4]
{
item_level = 50.0;
}
}
[magic]
{
[enchantments]
{
[*]
{
alteration = alter_generic;
value = -1;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
custom_effect = "Starfall";
custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
?bow_ffx = ffx_wpn_starfall
&projectile_ffx = ffx_spell_ice_arrow;
}
[*]
{
alteration = alter_custom_damage_ice;
value = -18;
max_value = 1;
description = "Adds to Ice Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
//custom_effect = "ranged_ice";
//custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
// ?projectile_ffx = ffx_spell_ice_arrow
// &hit_ffx = ffx_spell_ice_sword_hit;
}
[*]
{
alteration = alter_custom_damage_fire;
value = -18;
max_value = 1;
description = "Adds to Fire Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
//custom_effect = "ranged_fire";
//custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
// ?projectile_ffx = ffx_spell_fire_arrow
// &hit_ffx = ffx_spell_fire_sword_hit;
}
[*]
{
alteration = alter_custom_damage_death;
value = -18;
max_value = 1;
description = "Adds to Death Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
//custom_effect = "ranged_death";
//custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
// ?projectile_ffx = ffx_spell_death_arrow
// &hit_ffx = ffx_spell_death_sword_hit;
}
[*]
{
alteration = alter_custom_damage_lightning;
value = -18;
max_value = 1;
description = "Adds to Lightning Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
//custom_effect = "ranged_lightning";
//custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
// ?projectile_ffx = ffx_spell_lightning_arrow
// &hit_ffx = ffx_spell_lightning_sword_hit;
}
[*]
{
alteration = alter_life_bonus;
value = -8;
description = "Removes Health per Hit";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
[*]
{
alteration = alter_skill_suite;
suite = ranged_suite_1;
value = -5;
description = "+ to Critical Shot, Dodge, and Survival";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
custom_effect = "skills";
custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
?weapon_ffx = ffx_spell_skill_bonus_sword
&projectile_ffx = ffx_spell_skill_bonus_arrow;
}
[*]
{
alteration = alter_life_recovery_unit;
value = -0.25;
description = "-25% Health Regeneration";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
[physics]
{
velocity = 9.0;// making the arrows travel slower, the original speed was 30.
}
}
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