This is an example of how to incorporate multiple damage types into a single weapon through a conversation. One at a time of course. Mainly I made this as an expedient method for players to have access to multiple damage types using just a single weapon. When fighting the frost giants your sword of cold won't do much good, and carrying around a half-dozen weapons or so always seemed unrealistic to me.
These weapons, in part, address those issues. I consider them semi intelligent, moderate artifacts, as you can change the damage type to suit the situation. I made them only for the standard fighting classes and only one each, but you can make more if you wish by using the provided template scripts. Just insert whatever class you want in place of the existing one, and change the name of the script. All the weapons access the same conversation file to set the damage type local int and use individual tag based scripts. To make additional weapons for the same class just change the name and the resref of the weapon, but leave the tag the same. You may want to make 3 or 4 weapons for the fighter class for instance, fewer additional weapons for the other classes.
Simply activate the item and start the conversation. Then the next time you equip the weapon the requested damage type will occur. Length of damage effect and amount of damage is based on the levels the player has in the particular class of weapon they are using. The weapon is activatable 2/day. Much more than that would defeat the purpose of the limited duration of the effect, which is quite long.
Cheers! ffbj
Included is Knat's combat dummy so you have something to bash a bit, as you test out the weapons.
Playtester: Blasco Yang
Updated to delete the current local int on the weapon if you reactivate the weapon before the original expires. So you can change damage types.
Thanks, Blaco. The reason for the equip weapon is that that is where the variable is checked for. Thus you could already have the weapon in hand with the variable for cold on it. Then you see you are about to go into combat, so you un-equip and re-equip the weapon which now shows cold visual and does cold damage. The main reasons were ease of use and limited duration of the effect.
Posted by Blasco-Yang at 2010-03-20 19:53:25 Voted 10.00 on 03/20/10
Great idea/concept here ffbj.
I would have prefered A unique power self only scenario to fire up the conversation. and that the weapon not need to be unequipped and reequipped to reflect the changes.
The targeting cursor that pops up when using the weapon's OnActivate power felt a bit confusing to me at first.
I delayed in posting a vote and comment until I had a better understanding of the entire concept.
After playing around with it, and going over the scripts at my own pace, I can see some of your reasoning behind doing it the way you have. There's actually more to it than would appear at first.
I've been trying to make some minor changes to it for my own purposes, but it's taking me a while.
Overall, I really like the idea.
Your scripting, is, as always, neat, concise, and easy for me to follow.
Right laddy, an do naught forget the most important thing, nothin underneath. thanks for the vote.
Posted by CAP 9fires at 2010-01-25 02:49:25 Voted 10.00 on 01/25/10
Bet yer just itching to don that ol' tartan skirt and knee high socks eh? :) _________________________ Vox Populi. Vox Dei The Community Adventure Project
Ol' Bean. Ah that takes me back to my British prep school days.
Posted by CAP 9fires at 2010-01-03 21:13:25 Voted 10.00 on 01/25/10
Niffy concept ffbj ol'bean. I'll giver a whirl and let y'all know what I think. _________________________ Vox Populi. Vox Dei The Community Adventure Project