armour stats

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elpresidente
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Joined: Thu Jul 04, 2002 5:00 am

armour stats

Post by elpresidente »

ok is there a way to add agility or immune to affects to an item?
Platinum
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Joined: Wed Oct 24, 2001 5:00 am

Re: armour stats

Post by Platinum »

yes...



Ability Number

139

Ability Name

SpellImmu

Value

Spell Number you want immunized.



As far as agility, I know it can be done in terms of spells, just look at the cosmos spell that the cosmic staff casts.



As far as items, although many THINK it adds agility when you put in ablity 48 Agility and a value of how much you'd like to add, all it does is disable you from training your stats. It makes no change to your stats and, from what I see, doesn't help in any way.



You could just make the item cast a spell.."use gauntlets" for example might cast a spell similar to cosmos spell. However, to combat the mana and duration, just take it to cost 0 mana and have 999 rounds duration, with 999 uses a day and 999 recharge. Setting up a message/response for it in mega isn't hard, I don't think users would mind=P
Atma
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Joined: Fri Mar 29, 2002 6:00 am

Re: armour stats

Post by Atma »

I'd be surprised of spell immunity worked on players at all. I've never tried it, but it seems like one of those things that "just doesn't work that way." Like stat altering on items.



As for stat altering on items, it can be done the way Platinum said via spells... but the problem with that is that you can use the item, then pass it on to someone else in your party so they can use it and give it back. So 1 item can give the effect to a virtually infinite number of players. The way around this is to have the duration short, and endcast a self targetted text block that checks for a dummy flag on the item... if the flag is found, then the item must be equipped and it recasts the spell with no messages. If it's not found then the item isn't equipped and, the spell has naturally expired and the text block does nothing. So you'd have to actually be wearing the item to get the bonus. The biggest problem there is people ten spelling. Even on the LEGIT board I play on, I script with like 7 or 8 effects going. At a certain point, especially on hexed boards, you're forced to pick which 10 positive effects you want on even though you could have more. This just makes the problem worse, though there's really no other alternative.
Tsunami
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Joined: Tue Jul 31, 2001 5:00 am

Re: armour stats

Post by Tsunami »

Spell Immunity on items works, that's how items like swamp boots and gnomish fish-helms work.
Atma
Posts: 0
Joined: Fri Mar 29, 2002 6:00 am

Re: armour stats

Post by Atma »

Originally posted by Tsunami

Spell Immunity on items works, that's how items like swamp boots and gnomish fish-helms work.



That's negates, not immunity. I think he means spell immunity to spells below a certain level like monsters have.
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