This fully customizable system allows you to give items to players that go up in level as they go up in level. The power of these items is determined by the person using them, they are "Ki" powered.
// ****************************************************************************
// Readme for Ki Power System
// By RiffRaff
// ****************************************************************************
// The Concept:
// These items allow a player to channel his/her Soul Energy into them. The
// more powerful the players soul is, the more powerful the item is.
// Purpose:
// The Ki Power System allows you to give an item to a player and have it's
// powers scale as the player goes up in level. The weapon changes as the owner
// changes. (Example: A level 1 owner will have a +1 sword, where a level 40
// owner will have a +12 sword.)
// Installation:
// Import the erf provided.
// Usage:
// 1) Create an item and make note of its TAG ***.
// 2) Create a script and name it the same name as the items TAG.
// 3) The script needs to look like this:
// #include "rr_ki"
// void main() { Ki(); }
// 4) Put the item where players can get it.
// *** The Ki longbow or shortbow must have a tag of rr_custombow
// README For Custom Unlimited Arrows:
//
// Installation instructions:
//
// 1) Import the erf
// 2) Place the magical bows/slings/xbows where players can get them
// 3) Edit the variables to control damage/powers
// 4) Make sure the tag of the bow/x/sling is correct
This package includes the base ki script rr_ki with some extra scripts associated with the Ki Bows. Also included is the Custom "Unlimited Arrow" Item needed for Ki Bows.
Posted by maddogfargo at 2009-03-25 19:46:10 Voted 9.00 on 03/25/09
Can't believe nearly 200 downloads and only 1 vote?
Anyway, giving it a 9. Nicely documented scripts, and a very interesting system. It is close to what I was looking for but not exactly. Still, I've learned a bit about item property manipulation by loking at these and other scripts so it has been a great learning experience.
The bow should cause any lag, but if you use megadamage it does apply onhitcastspell, so it is more intensive. Without megadamage it is just as efficient as any other bow. My onhitcastspell code is not very intensive really, so I wouldn't worry about it.
You don't need CEP to use this package, but it does work with these CEP weapons.
Posted by Anonymous ( 201.29.xxx.xxx ) at 2006-06-04 20:42:44
thank you so much im implementing it right now!
just another question this system is compatible with the cep weapons like katar, nutchaku,falchions and others?..
and the bow script dont will make hight processament of my module causing lag?
I added a zip file with a module that has a few example items. _________________________ My Submissions
Posted by Anonymous ( 201.29.xxx.xxx ) at 2006-06-04 10:16:24
a better documentation and a zip file with manual to use is high apreciated if u can do it because stay reading the description to learn how to use is not much cool but the system is :P
make a manual "noob friendly" with some examples will make the system famous i swear ehehe
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