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//When used, it will put it's user's mana to 0 and
//create a random item, type of which depends on
//the user's skill level. There is also a change
//of failure. At skill level 6, the skill may
//create healing potions with 50% change of failure.
//At level 12, it may produce healing potions or
//poison pastes with 33% change of failure. At level
//18 it may produce healing potions, poison pastes
//or potions which make the drinker go berserk,
//giving +2 to melee attack and damage, but
//reducing 1 point from melee armor, with 25% change
//of failure. At level 24, it may produce healing
//potions, poison pastes, berserk potions or
//antidotes which purge all poison immediatly and
//without any change of not working, with 20% change
//of failure.
UseLib("def.js");
//Loaded javascript library for SetValue and
//GetValue commands.
//Defining functions that the script at the end
//of the file will call to create items.
//We'll take the last function for an example.
function SkillSix(){
i = Rnd(1,2);
if ( i == 1){
AddItem(9001013);
Echo("\You make a healing potion.")
Echo("\n~A healing potion has been added to your inventory.")
}
else if ( i == 2){
Echo("\You fail to make any items.")
}
return true;
}
function SkillTwelve(){
i = Rnd(1,3);
if ( i == 1){
AddItem(9001013);
Echo("\You make a healing potion.")
Echo("\n~A healing potion has been added to your inventory.")
}
else if ( i == 2){
AddItem(9001012);
Echo("\You make a poison paste.")
Echo("\n~A poison paste has been added to your inventory.")
}
else if ( i == 3){
Echo("\You fail to make any items.")
}
return true;
}
function SkillEighteen(){
i = Rnd(1,4);
if ( i == 1){
AddItem(9001013);
Echo("\You make a healing potion.")
Echo("\n~A healing potion has been added to your inventory.")
}
else if ( i == 2){
AddItem(9001012);
Echo("\You make a poison paste.")
Echo("\n~A poison paste has been added to your inventory.")
}
else if ( i == 3){
AddItem(9001015)
Echo("\You make a berserk potion.")
Echo("\n~A berserk potion has been added to your inventory.")
}
else if ( i == 4){
Echo("\You fail to make any items.")
}
return true;
}
function SkillTwentyFour(){
i = Rnd(1,5); //Roll random number: 1-5
if ( i == 1){ //If the number is 1,
AddItem(9001013); //Make a healing potion.
Echo("\You make a healing potion.")
Echo("\n~A healing potion has been added to your inventory.")
}
else if ( i == 2){
AddItem(9001012); //If it's 2, make a poison paste.
Echo("\You make a poison paste.")
Echo("\n~A poison paste has been added to your inventory.")
}
else if ( i == 3){
AddItem(9001015) //If it's 3, make a... You get the idea.
Echo("\You make a berserk potion.")
Echo("\n~A berserk potion has been added to your inventory.")
}
else if ( i == 4){
AddItem(9001014)
Echo("\You make an antidote.")
Echo("\n~An antidote has been added to your inventory.")
}
else if ( i == 5){ //In case of 5, don't make any items.
Echo("\You fail to make any items.")
}
return true;
}
function OnExecute(){ //When the skill is used
v = Sender.SkillValue("Item Making"); //get the skill value
m = Sender.GetValue(32); //and the mana value of the player.
if (m < 10){ //If mana is less than 10, the skill will do nothing.
Echo("\You do not have enought mana to use this skill.")
}
else if (v < 6){ //Same if the skill value is less than 6.
Echo("\You are not skilled enought to make items.")
}
else if (v < 12){ //If skill value is less than 12 (but more than 6, if it is less, this code will be ignored),
Sender.SetValue(32,0,-1); //set the character's mana to 0
SkillSix(); //and trigger function SkillSix.
}
else if (v < 18){ //Same as above, only with slightly
Sender.SetValue(32,0,-1); //different numbers, and
SkillTwelve(); //function SkillTwelve, you get the picture.
}
else if (v < 24){
Sender.SetValue(32,0,-1);
SkillEighteen();
}
else if (v == 24){
Sender.SetValue(32,0,-1);
SkillTwentyFour();
}
} |
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