forums | blogs | polls | tutorials | downloads | rules | help

Error message

Deprecated function: The each() function is deprecated. This message will be suppressed on further calls in remember_me_form_alter() (line 78 of /var/www/siegetheday.org/sites/all/modules/contrib/remember_me/remember_me.module).

rules for reagents

Mart Valdez's picture

Hi Guys, Do you know how I can make Rules for reagents.
The rules that I am planning on having has/have something to do with the level when you can use a Reagent for enchantment.

Like for Example: A Player would only be able to use Meteoric Alloy for enchanting weaponsonce he/she is on Elite Difficulty or atleast lvl 71.

The reason for such is that I am Working on a Mod that makes all reagents 1x1 in size and applicable on almost everything. (Finally a Ring with Lifesteal HAHAHAHAHHAHA!).

Also the idea for this mod is that in harder difficulties Enchantments aren't that capable on competing with Unique/Set Items so we have to depend on the Unique/Set Items.

So why do I want these Rules:
-if you can apply any reagent(everything is 1x1) on a good enchantable weapon, you can get alot of damage and the merc difficulty would be really easy and boring that you will be not that exited in the game anymore.
-Normally reagents have 3 levels for example in Lifesteal level 1 would be wolf's Jaw, level 2 would be Vampire Jaw, Level 3 would be Demon Jaw, so I would want the rules to be that on Merc difficulty players will be able to use only lvl 1 reagents, on Veteran lvl 1, and2 Reagents, and on Elite lvl 1,2 and,3 Reagents.

note: the reagents are already ready I only need the rules XD.

Hi Mark,
Welcome to Siege the Day. There are many people here that know about DS2 reagents, and I am sure they will be willing to help when they log in. might take some time being it is summer in the northern part of the world. I am not sure exactly how to answer your questions because my modding specialty is armor and weapons for both DS1 and DS2.

Take care and enjoy our humble little home.

Elf

Mart Valdez's picture

Guess I'll wait atleast my post had been seened, besides I have all the time in the world , mean while i'll just be here playing hahhaha

What you are after is definitely possible and there's a number of ways of tackling it.

The first thing I would try is to use the [world] block which states what world is this in? Normal, Veteran, Elite? You would place this block just under skill_types in the reagent's template. I don't know of anywhere that DS2 actually uses this [world] block in the pcontent system so it may not work.

Otherwise
you can define the item_level in rgt_reagents.gas found in the interactive folder. For instance rgt_pine_splinter has an item_level of 5, rgt_oak_branch has an item_level of 38 and rgt_ironwood_timber has an item_level of 65. Meaning that oak branches may drop at the very end of mercenary mode in DS2 but ironwood timber would definitely only appear in elite mode.

Mart Valdez's picture

the problem with item_level is if used with supershop anyone can still place/use the lvl 3 reagents intended for elite in merc.
and that is what i want to avoid.

i'll try to explore the [world] if there is anything i can do with it.

may be i should just add a moded shop.gas, so that supershop will not work hahahha Evil Evil Evil