Lord_Greywolf
Lord
progressive combat armor
Ok - here is a set of armor, that can also be used to make other sets from
This is a drag and drop and use
testet on svn 147, but should work on all 2.0 versions (i believe)
and should work on 1.0 (with or with out minor mods)
This set of armor, as each peice is added, increases the bonus on each peice
i.e. 1 peice has Attributes.ReflectPhysical = 1; on it
but 2 peices will each have Attributes.ReflectPhysical = 2; for a total of 4 between them
etc
now this also shows how to make the "jumps" for extras at certain levels
when the count is 3 or more - the bonus goes up by 1
and when at 6 (al of them) the bonus goes up again by 1
so the count is:
1, 2, 3, 4, 5, 6
and the bonuses are:
1, 2, 4, 5, 6, 8
and you can use either number in there for bonuse caululations
like also when the count = 4 they get mage armor applied to them
at count 3 they get self repair 1 and at 6 it is 2
all of this is adjustable - just have to remember to adjust in all spots - on equip and on remove
so on a full set
the bonus = 8, count = 6
total bonuses in there would then be 48 (6 * 8)
and count items - 36 if done that way or how ever you set it up
for this armor set they are the following when done with all 6
MageArmor
SelfRepair = 2
ReflectPhysical = 8 total over all 48
WeaponDamage = 8 total over all 48
WeaponSpeed = 8 total over all 48
DefendChance = 8 total over all 48
Luck = 80 total over all 480
i also left it when removed to reset it back to the basic bonuses
this is for 2 reasons:
1) they can see what the "basic" bonus is for each
2) it stops them from being spell crafted because of the bonuses
as always enjoy
*edited in - made a slight oops - forgot the else statement for the checking on the mage armor part - so always would end up being non mage armor - fixed in the updated download
***
Finished fix in version 1.2
Ok - here is a set of armor, that can also be used to make other sets from
This is a drag and drop and use
testet on svn 147, but should work on all 2.0 versions (i believe)
and should work on 1.0 (with or with out minor mods)
This set of armor, as each peice is added, increases the bonus on each peice
i.e. 1 peice has Attributes.ReflectPhysical = 1; on it
but 2 peices will each have Attributes.ReflectPhysical = 2; for a total of 4 between them
etc
now this also shows how to make the "jumps" for extras at certain levels
when the count is 3 or more - the bonus goes up by 1
and when at 6 (al of them) the bonus goes up again by 1
so the count is:
1, 2, 3, 4, 5, 6
and the bonuses are:
1, 2, 4, 5, 6, 8
and you can use either number in there for bonuse caululations
like also when the count = 4 they get mage armor applied to them
at count 3 they get self repair 1 and at 6 it is 2
all of this is adjustable - just have to remember to adjust in all spots - on equip and on remove
so on a full set
the bonus = 8, count = 6
total bonuses in there would then be 48 (6 * 8)
and count items - 36 if done that way or how ever you set it up
for this armor set they are the following when done with all 6
MageArmor
SelfRepair = 2
ReflectPhysical = 8 total over all 48
WeaponDamage = 8 total over all 48
WeaponSpeed = 8 total over all 48
DefendChance = 8 total over all 48
Luck = 80 total over all 480
i also left it when removed to reset it back to the basic bonuses
this is for 2 reasons:
1) they can see what the "basic" bonus is for each
2) it stops them from being spell crafted because of the bonuses
as always enjoy
*edited in - made a slight oops - forgot the else statement for the checking on the mage armor part - so always would end up being non mage armor - fixed in the updated download
***
Finished fix in version 1.2