Update[Dec 29 06] - Talismans, lighsabers, loot + more
Posted: Thu Dec 28, 2006 11:08 pm
*Added talismans in the game, tbh I don't know 100% how they work but based on what I figured out, they seem to work properly. If anyone knows more about them and has issues let me know. I did not code this.
I made it so one can drop on most bosses or boss like creatures, such as death blade and vorpal chicken. Keep in mind talismans are still experimental, there is still some aspects of it that don't work but will be coded eventually.
*I found the lightsaber bug. They should no longer randomly turn into demon slayers now.
*ML items have been added to loot drop lists, I don't know if OSI does this or not but it seems logical to me, and well we're not an OSI clone anyway.
So these can now be found in loot:
- elven composite bow
- magical shortbow
- war cleaver
- wild staff
- assassin spike
- diamond mace
- elven machete
- elven spell blade
- leaf blade
- ornate axe
- radiant scimitar
- rune blade
Note that some of the specials on these don't work yet. I will implement them eventually. I don't think the racial restrictions work either.
*Explosion potions chain - found it was a boolean value so figured I'd set it, because that can be a lot of fun.
*Explosion potions get a damage bonus with alchemy skill. (they did by default but I increased it a bit)
*Damage dealt by landmines is now given to the one who set the landmine.
*recall and gate travel still works if a mobile is on the location.
*Reds can go to trammel facet, but can be looted if they die. They cannot pk or be pked, however.
*Random skill deeds no longer drop as paragon or doom artifacts. Instead they can be purchased from the specialty dealer located at the moongate library
*Honor no longer works in PVP only PVM
*Ki Attack does not work on ranged weapons
Archived topic from AOV, old topic ID:76, old post ID:339
I made it so one can drop on most bosses or boss like creatures, such as death blade and vorpal chicken. Keep in mind talismans are still experimental, there is still some aspects of it that don't work but will be coded eventually.
*I found the lightsaber bug. They should no longer randomly turn into demon slayers now.
*ML items have been added to loot drop lists, I don't know if OSI does this or not but it seems logical to me, and well we're not an OSI clone anyway.
So these can now be found in loot:
- elven composite bow
- magical shortbow
- war cleaver
- wild staff
- assassin spike
- diamond mace
- elven machete
- elven spell blade
- leaf blade
- ornate axe
- radiant scimitar
- rune blade
Note that some of the specials on these don't work yet. I will implement them eventually. I don't think the racial restrictions work either.
*Explosion potions chain - found it was a boolean value so figured I'd set it, because that can be a lot of fun.
*Explosion potions get a damage bonus with alchemy skill. (they did by default but I increased it a bit)
*Damage dealt by landmines is now given to the one who set the landmine.
*recall and gate travel still works if a mobile is on the location.
*Reds can go to trammel facet, but can be looted if they die. They cannot pk or be pked, however.
*Random skill deeds no longer drop as paragon or doom artifacts. Instead they can be purchased from the specialty dealer located at the moongate library
*Honor no longer works in PVP only PVM
*Ki Attack does not work on ranged weapons
Archived topic from AOV, old topic ID:76, old post ID:339