This script takes the original clothing bless deed and extends it to add attributes such as Hit Chance Increase, Defense Chance Increase, etc to the equipment provided. I also added slayer deeds which apply slayers (2 max) to the weapon supplied.
Kiasta's Deeds & Upgradeable Equipment have been updated more for object oriented programming. I made it to work for the .NET 2.0 framework, so no dynamic or var types used.
The upgradeable equipment can be modified, I made them as base as possible. Just drop the script into your customs folder, no need to modify anything. If you would like them to work with all wearable item types just change theDoModify() method in ModifyItem.cs to whatever item types you wish static class: EquipmentTypes in the DeedSettings.cs file, just add whatever item type you wish to use the deeds on in the AllowedItems Type[] array. Example:
You also have to add the ModifyAttribute method to your base item class and modify it respectively, based on how you want each piece of item to work.
An alternative would be to inherit from KiastasBaseXXX as they are inherited from BaseXXX themselves.
If you wish for all equipment to work you will need to add the ModifyAttribute method to each base class (BaseArmor, BaseWeapon, BaseClothing, BaseWeapon, etc.) and add the base classes to the AllowedItems array.
Any attributes missing, bugs or suggestions feel free to post them here. Constructive criticism is always welcome.
Kiasta's Deeds & Upgradeable Equipment have been updated more for object oriented programming. I made it to work for the .NET 2.0 framework, so no dynamic or var types used.
The upgradeable equipment can be modified, I made them as base as possible. Just drop the script into your customs folder, no need to modify anything. If you would like them to work with all wearable item types just change the
Code:
public static Type[] AllowedItems = new Type[]
{
typeof(KiastasBaseArmor),
typeof(KiastasBaseClothing),
typeof(KiastasBaseJewel),
typeof(KiastasBaseShield),
typeof(KiastasBaseWeapon),
typeof(ADDITEMTYPEHERE)
};
You also have to add the ModifyAttribute method to your base item class and modify it respectively, based on how you want each piece of item to work.
An alternative would be to inherit from KiastasBaseXXX as they are inherited from BaseXXX themselves.
If you wish for all equipment to work you will need to add the ModifyAttribute method to each base class (BaseArmor, BaseWeapon, BaseClothing, BaseWeapon, etc.) and add the base classes to the AllowedItems array.
Any attributes missing, bugs or suggestions feel free to post them here. Constructive criticism is always welcome.