Magical Equipment

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dspain
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Magical Equipment

Post by dspain »

OK as per request i added a feature similar to TA97 where there was magical equipment that could be equipped and it gave certain special bonuses.
so far i added:

sustainment types - never get hungry or thirsty

physical resistance - you set what percent is negated

magical resistance - you set what percentage is negated

spell reflection - you set what percent is returned

poison resistance - never get poisoned

paralysis resistance - never get paralyzed

thats all i got right now i will accept any suggestions.

VeNoM
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Post by VeNoM »

I had attempted to add an interesting item to my game once, which was later removed because it was a bit buggy.

Soul Armor. Worked like a soul Stone, except that you wore it as armor.


I'd certainly like to see items that boost stats, or give you some sort of special ability, or resistance.

The problem i always ran into was, if you have items that do things for users, users may want to hang on to different sets of items for different occasions. This means you need to change the way encumberance works (or lower the weght of these things), and give players the ability to store items in the vault.
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dspain
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Location: richmond,virginia
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Post by dspain »

VeNoM wrote:I had attempted to add an interesting item to my game once, which was later removed because it was a bit buggy.

Soul Armor. Worked like a soul Stone, except that you wore it as armor.


I'd certainly like to see items that boost stats, or give you some sort of special ability, or resistance.

The problem i always ran into was, if you have items that do things for users, users may want to hang on to different sets of items for different occasions. This means you need to change the way encumberance works (or lower the weght of these things), and give players the ability to store items in the vault.
item vaults are in all vaults now.

to fix your soul armor problem do:

if((chkinv2(18,u)!=-1) || (arnarr.armor==SOULARMOR))
{
if(arnarr.exp) arnarr.exp-=(arnarr.exp/10);
arnarr.hits=1;
arnarr.ac=DEFARC;
arnarr.weapon=DEFWEP;
arnarr.armor=DEFARM;
for(x=0 ; x < SPLBOK ; x++) arnarr.splbook[x]=255;
for(x=0 ; x < NUMHLD ; x++)
{
arnarr.invent[x]=-1;
arnarr[u].charge[x]=0;
}
setenc(u);
prfmlt(ENT12,uacoff(u)->userid);
outchn(getchn(u),u,-1);
shwchr(u,getchn(u)-ARNSUB,1);
outmlt(u);
}
else exitta(u);


i increased the amount of carried items and added support for backpacks

VeNoM
Posts: 118
Joined: Mon Aug 25, 2008 10:08 pm
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Post by VeNoM »

dspain wrote:
item vaults are in all vaults now.

to fix your soul armor problem do:

if((chkinv2(18,u)!=-1) || (arnarr.armor==SOULARMOR))
{
if(arnarr.exp) arnarr.exp-=(arnarr.exp/10);
arnarr.hits=1;
arnarr.ac=DEFARC;
arnarr.weapon=DEFWEP;
arnarr.armor=DEFARM;
for(x=0 ; x < SPLBOK ; x++) arnarr.splbook[x]=255;
for(x=0 ; x < NUMHLD ; x++)
{
arnarr.invent[x]=-1;
arnarr[u].charge[x]=0;
}
setenc(u);
prfmlt(ENT12,uacoff(u)->userid);
outchn(getchn(u),u,-1);
shwchr(u,getchn(u)-ARNSUB,1);
outmlt(u);
}
else exitta(u);


i increased the amount of carried items and added support for backpacks


We were using the stats on the item itself. We set the effect stat on a new armor item, so that it matched the effect of the soulstones.

It worked, iirc. Maybe it didnt, and thats why i gave up on it. This was over a year ago that i attempted it.
<VeNoM>
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