- Nov 18, 2005
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I have seen many posts on the forums in which the poster is looking for help to make a script, or double clickable gems, etc - so i thought i'd post a guide on almost everything (i can think of now) that you may need to know, if you don't already.
Now i have explained how you can create your own item upgrade scripts for single items, heres my script examples.
Code:
[B][U]Adding stats, the command.[/U][/B]
This is the method which enables you to add stats to your item, via the use of an npc script or a QFunction.txt script.
To add a stat to an item your NPC script should follow the pattern of any normal script.
[@main]
#IF
#ACT
#ELSESAY
To add a stat is an ACT, therefore it is added under the [B]#ACT[/B] part of the script.
The command to added a stat to an item is: [B]UPGRADEITEMEX
[/B]This is followed by a sequence of 5 numbers ( [B]X1 X2 X3 X4 X5[/B]), all of which will be explained. ([I]Just so you know the X is not part of the script, its just to distinguish the numbers from one another whilst explainng, so when your writing your script don't include the letter X.)[/I]
[B]First number of the sequence (X1).[/B]
This is the type of item that you are going to add the stat to.
Here is a list of the numbers for each item, that can be upgraded.
;.. 0 Armour
;.. 1 Weapon
;.. 2 Wings
;.. 3 Necklace
;.. 4 Helmet
;.. 5 Right Brace
;.. 6 Left Brace
;.. 7 Right Ring
;.. 8 Left Ring
;.. 9 Amulet
;.. 10 Belt
;.. 11 Boots
;.. 12 Stone
[I]Choose the number thats best fits your script, to place in the first part of the sequence.[/I]
[B]Second number of the sequence (X2).
[/B]This number is for the type of stat you wish to add to your item.
Here is a list of the numbers for each upgrade.
The numbers alter for certain item types, due to additional stats that can be added.
[B]These stats can be added to all items.[/B]
;.. 2 DC
;.. 3 MC
;.. 4 SC
;.. 5 CONVERT TO DC REQUIREMENT
;.. 6 CHANGES LEVEL REQUIREMENT
;.. 7 MAKES ITEM CURSED (MYSTERY)
;.. 8 Unknown
;.. 14 ADDS DURA
[B]These upgrades only apply to Armour,Helmet,Belt,Boots,Brace,Wings.[/B]
;.. 0 AC
;.. 1 AMC
[B]For necklaces you can additionally add ACC,AGIL & a DC REQUIREMENT.
[/B];.. 0 ACC
;.. 1 AGIL
;.. 5 DC REQUIREMENT
[B]These are the upgrades avaliable for Weapons.
[/B];.. 0 DC
;.. 1 SC
;.. 2 MC
;.. 3 LUCK
;.. 4 CURSE
;.. 5 ACC
;.. 6 SLOW ([I]This is Inten+[/I])
[B]There are also two special upgrades for Rings.[/B]
;.. 0 P.RECOV
;.. 1 P.EVASION
[I]Choose the number thats best fits your script, to place in the first part of the sequence.[/I]
[U]Be sure to consider all the differnces between the different items.[/U]
[B]Third number of the sequence (X3).[/B]
This is the chance of an upgrade being successful, it works on a %.
Here is a list of the chances to choose from:
;..0 = 100%
;..1 = 90%
;..2 = 80%
;..3 = 70%
;..4 = 60%
;..5 = 50%
;..6 = 40%
;..7 = 30%
;..8 = 20%
;..9 = 10%
There isn't an absolute answer to how the % system actually works, but this is more of a theory - which seems to be correct.
[I]Choose the number thats best fits your script, to place in the first part of the sequence.[/I]
[B]Fourth number of the sequence (X4).[/B]
This number determines how many stats can be added each upgrade.
You just alter to the number to the amount you would like to add per upgrade.
[I]Choose the number thats best fits your script, to place in the first part of the sequence.[/I]
[B]Fifth number of the sequence (X5).[/B]
This numbers determines wether or not your item can break or not during the upgrade.
There are only two options avaliable:
;.. 0 Not break
;.. 1 Break
[I]Choose the number thats best fits your script, to place in the first part of the sequence.[/I]
Now i have explained how you can create your own item upgrade scripts for single items, heres my script examples.
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