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Template question re: equip requirements

So here is the question: I have an item w/ a new mesh that will only work for the basic old farmboy and farmgirl. I know how to set requirements for other things, like int or strength(or both) or for a male or female only item. I just can't see how I can make the requirements for both male and female?

Is it simply a matter of adding in male and female skills in the heroes.gas and setting the requirements like this?

equip_requirements = Female:1;
equip_requirements = Male:1;

How do I restrict those skills to the basic farmboy/farmgirl and exclude others? Or would it be better to have some restriction to the auto equip code? (seriously, sometimes that really makes me annoyed). Like for example, if I have a pair of elf only boots and a non elf picks them up, they won't be auto equipped.
This example is from the Light/Dark elves mod:

[equip_limit] 
	{
		race_match = elf;
	}
	[gui]
	{
		equip_requirements = elf:1;

I'm just chasing the idea around and around in my head and thought it was time to ask for help...so my head doesn't explode. Insane Thanks for any insight or help.

Also have to change world/global/formula formulas.gas to reflect the new requirements.

[skill*]
  {
    name    = "Strength";
    screen_name = "Strength";
    max_level  = 1500;        // 309;
    max_bonus_level = 3000;     // 1000;
  }
  [skill*]
  {
    name    = "Intelligence";
    screen_name = "Intelligence";
    max_level  = 1500;            // 309;
    max_bonus_level = 3000;         // 1000;
  }
  [skill*]
  {
    name    = "Dexterity";
    screen_name = "Dexterity";
    max_level  = 1500;         // 309;
    max_bonus_level = 3000;      // 1000;
  }
  [skill*]
  {
    name    = "monster_level";
    screen_name = "Monster Level";
    max_level   = 510;     // 102;      // -1 BY INTENTION
  }
/*
  [skill*]
  {
    name    = "catgirl";
    screen_name = "Catgirl";
    max_level   = 1;
  }

  [skill*]
  {
    name    = "catboy";
    screen_name = "Catboy";
    max_level   = 1;
  }

  [skill*]
  {
    name    = "cat";
    screen_name = "Cat mansion";
    max_level   = 1;
  }

Hey, thanks PhoeniX. Smile How's WoW going?

Regarding your answer:

The item (some new boots) I'm talking about doesn't have meshes for the Catmansion people, just basic farmboy/farmgirl. Would I still do the skills in formulas in the same way?

The basic idea he's pointing at is that you need to define a new skill, add it to the farmboy/girl temlates, and then you can test it with the level requirements. A value of 1 is all that's needed.

Presumably the cat mansion characters are given the "cat" skills, so things match up.

I think this might be correct for formulas for regular farmboy/girl:

	}

	[skill*]
	{
		name	= "Farmgirl";
		screen_name	= "Farmgirl";

		max_level = 1;

		str_influence = 0.0;
		dex_influence = 0.0;
		int_influence = 0.0;
	}

	[skill*]
	{
		name	= "Farmboy";
		screen_name	= "Farmboy";

		max_level = 1;

		str_influence = 0.0;
		dex_influence = 0.0;
		int_influence = 0.0;
	}
}

So then I would make the equip requirements in the item template like:

[gui]
	{
		equip_requirements = Farmgirl:1,Farmboy:1;

Well, I think I will try that out and see if it works. Thanks guys for the help! Smile

haven't tried but maybe - equip_requirements = Farmgirl:1|Farmboy:1;