ok 1st off i dont know how to make a chest and would like to know how any USEFULL is helpfull. also i know this might fall under the chest but still going to give a try. I want to have an item called gun parts (just for my point). 1 or 2 things to happen. 1 you just put the gun parts together and made x item and gain x exp
or
2 you just put the gun parts together and it blows up int you face for x damage and you loose x exp
once again usefull ideals please
Grumpy
making chest or chest like items
Re: making chest or chest like items
LoL..that doesn't really seem like something I'd be interested in trying..hehe..but as far as I know, you can't gain negative experience..anyone else care to prove me righ tor wrong? I'm not 100% so don't be mad..heh.
-
elpresidente
- Posts: 0
- Joined: Thu Jul 04, 2002 5:00 am
Re: making chest or chest like items
cant you do addexperience -3000?
Re: making chest or chest like items
Not sure if you can add - exp....
But, on to the question ;)
To make a chest, create a chest item. Link it to a spell (call it the same name as the chest, for simplicities sake) and in the spell you will call a text block. In the text block is where the magic happens ;)
Right at this moment, I don't have access to a chest text block to tell you what it looks like, but if you are running nmr, just open up the silverwood chest spell and take a look at it. That should help you out some.
But, on to the question ;)
To make a chest, create a chest item. Link it to a spell (call it the same name as the chest, for simplicities sake) and in the spell you will call a text block. In the text block is where the magic happens ;)
Right at this moment, I don't have access to a chest text block to tell you what it looks like, but if you are running nmr, just open up the silverwood chest spell and take a look at it. That should help you out some.
-
Reckless
Re: making chest or chest like items
sounds like the puzzle door on the apparatus quest...or similar to what he's wanting to do. I'd look at those textblocks and go from there.
Re: making chest or chest like items
RTFM
help --> textblocks in NMR ... go to section 4.1
---[snip]
================================
4) Text Blocks for Items and Spells (advanced)
================================
4.1) Chests -- [thanks to 'Atma' for this section]
First you need an item (the chest itself) and a spell (to activate the chest). I recommend copying existing chests and chest spells, as it's less settings to fuck with. Just change the names. Now the spell should link to a text block. Obviously the text block number should not be in use. Make a new one. Put this in the new text block:
random XXXX
Where XXXX is is the number of your next text block. Make another one (the one you've mentioned in the random block, obviously). Now before we go any further, remember... you can chain off of randoms. Take the graveyard for instance. If you've ever scripted digging, you know that VERY rarely you'll get a glowing broadsword or warhammer. It seems like 1 in 1000 digs, but the minimum percent you can get is 1%. They do this by chaining randoms. Here's an example. This is one of the text blocks I used on Sinister Urge for a chest I made:
--
60: message 10028: addexp 2000000
83: message 10029: addexp 10000000
85: message 10030: addexp 100000000
100: random 10111
--
The first number is the percent change. The actual chance is like monster's attacks... it's the value there minus the value of the attack
(or in this case, reward) before it. For instance the chance of getting 10,000,000 experience is 83 negative 60. So 23%. As you can see by the experience rewards here, you can put a lot more than items in chests. You can put experience, stat rewards (crit chance, dodge chance, ect... I wouldn't try putting a strength reward in one), monsters, a cast of a certain spell, just about anything you can think of. Anyway, the last chance sends you to another random as you can see. This goes to another text block.... in this case, the one that awards items rather than experience.
It's a long one, but it's pretty much the same thing.
percent: message and message number: what you want to happen.
For instance...
--
52: message 66: addexp 1
54: message 39172: addability 4 1
58: message 39173: giveitem 3829
--
In this example, there'd be a 2% chance to give a bonus of +1 max damage and a 4% chance to give item 3829.
All in all, every random text block should go up to 100%. I'm not sure what would happen if you made one that didn't, and there's no reason not to. Remember, you can also give multiple chances (even chances on different things... like one chance for a stat bonus, one chance for items, one for experience, ect.) on the same spell. Just add another link to a text block. Also remember to make sure the messages work properly... it's REALLY God damned annoying to not know what you got from a chest.
help --> textblocks in NMR ... go to section 4.1
---[snip]
================================
4) Text Blocks for Items and Spells (advanced)
================================
4.1) Chests -- [thanks to 'Atma' for this section]
First you need an item (the chest itself) and a spell (to activate the chest). I recommend copying existing chests and chest spells, as it's less settings to fuck with. Just change the names. Now the spell should link to a text block. Obviously the text block number should not be in use. Make a new one. Put this in the new text block:
random XXXX
Where XXXX is is the number of your next text block. Make another one (the one you've mentioned in the random block, obviously). Now before we go any further, remember... you can chain off of randoms. Take the graveyard for instance. If you've ever scripted digging, you know that VERY rarely you'll get a glowing broadsword or warhammer. It seems like 1 in 1000 digs, but the minimum percent you can get is 1%. They do this by chaining randoms. Here's an example. This is one of the text blocks I used on Sinister Urge for a chest I made:
--
60: message 10028: addexp 2000000
83: message 10029: addexp 10000000
85: message 10030: addexp 100000000
100: random 10111
--
The first number is the percent change. The actual chance is like monster's attacks... it's the value there minus the value of the attack
(or in this case, reward) before it. For instance the chance of getting 10,000,000 experience is 83 negative 60. So 23%. As you can see by the experience rewards here, you can put a lot more than items in chests. You can put experience, stat rewards (crit chance, dodge chance, ect... I wouldn't try putting a strength reward in one), monsters, a cast of a certain spell, just about anything you can think of. Anyway, the last chance sends you to another random as you can see. This goes to another text block.... in this case, the one that awards items rather than experience.
It's a long one, but it's pretty much the same thing.
percent: message and message number: what you want to happen.
For instance...
--
52: message 66: addexp 1
54: message 39172: addability 4 1
58: message 39173: giveitem 3829
--
In this example, there'd be a 2% chance to give a bonus of +1 max damage and a 4% chance to give item 3829.
All in all, every random text block should go up to 100%. I'm not sure what would happen if you made one that didn't, and there's no reason not to. Remember, you can also give multiple chances (even chances on different things... like one chance for a stat bonus, one chance for items, one for experience, ect.) on the same spell. Just add another link to a text block. Also remember to make sure the messages work properly... it's REALLY God damned annoying to not know what you got from a chest.
Re: making chest or chest like items
I think Syntax is forced to say RTFM in 85% of his posts. That sucks. He needs to add a "Have you RTFM? YES/NO" option every time you open Nightmare or something.