A System allowing designers to create items with a number of effects specified in item variables.
Usage :
Import Erf.
Enable Tag Based Scripts.
Place sample items in game:
Death Burst, Prismatic Shield, Prismatic Ray, Faerie Fire Items, Magic Ray, Ray of Force
(Note : items will not function if sold from merchants, as merchant items do not remember required vars)
Examine ingame items for usage.
Notes :
////////////////////////////////////////////////////////////////////////////////
// - Code --------- Property ------------------------------------------------ //
// //
// ABM EffectAbilityDecrease/EffectAbilityIncrease
// ACM EffectACIncrease/EffectACDecrease
// BLI EffectBlindness
// CHA EffectCharmed
// CNC EffectConcealment
// CNF EffectConfused
// CRS EffectCurse
// CTD EffectCutsceneDominated
// CTG EffectCutsceneGhost
// CTI EffectCutsceneImmobilize
// CTP EffectCutsceneParalyze
// DAM EffectDamage
// DAD EffectDamageDecrease
// DAI EffectDamageIncrease
// DAR EffectDarkness
// DAZ EffectDazed
// DEF EffectDeaf
// DTH EffectDeath
// DIS EffectDisease
// DID EffectDamageImmunityDecrease
// DII EffectDamageImmunityIncrease
// DMA EffectDispelMagicAll
// DMB EffectDispelMagicBest
// DMN EffectDominated
// DOM CreateDoomEffectsLink
// DRD EffectDamageReduction
// DRS EffectDamageResistance
// DSH EffectDamageShield
// EDA EffectDisappearAppear
// ENT EffectEntangle
// ETH EffectEthereal
// EXP Explosion
// FRI EffectFrightened
// HAS EffectHaste
// HEA EffectHeal
// IMM EffectImmunity
// INV EffectInvisibility
// KOD EffectKnockdown
// MIS EffectMissChance
// MOD EffectModifyAttacks
// MSD EffectMovementSpeedDecrease
// MSA EffectMovementSpeedIncrease
// NEG EffectNegativeLevel
// PAR EffectParalyze
// PET EffectPetrify
// PSN EffectPoison
// POL EffectPolymorph
// REG EffectRegenerate
// REM RemoveSpecificEffect
// RES EffectResurrection
// SAN EffectSanctuary
// SIN EffectSeeInvisible
// SIL EffectSilence
// SKD EffectSkillDecrease
// SKI EffectSkillIncrease
// SLA EffectSpellLevelAbsorption
// SLE EffectSleep
// SLO EffectSlow
// SPF EffectSpellFailure
// SPI EffectSpellImmunity
// SRD EffectSpellResistanceDecrease
// SRI EffectSpellResistanceIncrease
// STD EffectSavingThrowDecrease
// STI EffectSavingThrowIncrease
// STN EffectStunned
// SUM EffectSummonCreature
// SWA EffectSwarm
// THP EffectTemporaryHitpoints
// TIM EffectTimeStop
// TUR EffectTurned
// TRD EffectTurnResistanceDecrease
// TRI EffectTurnResistanceIncrease
// TRU EffectTrueSeeing
// ULT EffectUltravision
// VFX EffectVisualEffect
// IFX ItemPropertyVisualEffect
//
////////////////////////////////////////////////////////////////////////////////
CONSTANTS USED
int DAMAGE_TYPE_BLUDGEONING = 1;
int DAMAGE_TYPE_PIERCING = 2;
int DAMAGE_TYPE_SLASHING = 4;
int DAMAGE_TYPE_MAGICAL = 8;
int DAMAGE_TYPE_ACID = 16;
int DAMAGE_TYPE_COLD = 32;
int DAMAGE_TYPE_DIVINE = 64;
int DAMAGE_TYPE_ELECTRICAL = 128;
int DAMAGE_TYPE_FIRE = 256;
int DAMAGE_TYPE_NEGATIVE = 512;
int DAMAGE_TYPE_POSITIVE = 1024;
int DAMAGE_TYPE_SONIC = 2048;
int DAMAGE_BONUS_1 = 1;
int DAMAGE_BONUS_2 = 2;
int DAMAGE_BONUS_3 = 3;
int DAMAGE_BONUS_4 = 4;
int DAMAGE_BONUS_5 = 5;
int DAMAGE_BONUS_1d4 = 6;
int DAMAGE_BONUS_1d6 = 7;
int DAMAGE_BONUS_1d8 = 8;
int DAMAGE_BONUS_1d10 = 9;
int DAMAGE_BONUS_2d6 = 10;
int DAMAGE_BONUS_2d8 = 11;
int DAMAGE_BONUS_2d4 = 12;
int DAMAGE_BONUS_2d10 = 13;
int DAMAGE_BONUS_1d12 = 14;
int DAMAGE_BONUS_2d12 = 15;
int DAMAGE_BONUS_6 = 16;
int DAMAGE_BONUS_7 = 17;
int DAMAGE_BONUS_8 = 18;
int DAMAGE_BONUS_9 = 19;
int DAMAGE_BONUS_10 = 20;
int DAMAGE_BONUS_11 = 21;
int DAMAGE_BONUS_12 = 22;
int DAMAGE_BONUS_13 = 23;
int DAMAGE_BONUS_14 = 24;
int DAMAGE_BONUS_15 = 25;
int DAMAGE_BONUS_16 = 26;
int DAMAGE_BONUS_17 = 27;
int DAMAGE_BONUS_18 = 28;
int DAMAGE_BONUS_19 = 29;
int DAMAGE_BONUS_20 = 30;
Posted by Builder__Anthony at 2010-04-01 17:42:21 Voted 9.50 on 04/01/10
I think theres some uses for it.You could use the premade items which are pretty cool or go full into the direction of a custom item.I didnt see any problems with it and liked the 3 differnt colored beam effect that came out of that one item.I never really seen a beam change color like that..Nice job.
I recently read a game accessory which gave magic items that would give different abilities depending on what feats you had. For instance, Adroit: When making an attack or full attack action, the wielder of an adroit weapon may take a penalty of up to �5 on his attack roll and add the same number as a dodge bonus to his Armor Class. This number cannot exceed the wielder�s
base attack bonus. This ability functions in all ways as the Combat Expertise feat.
The wielder of an adroit weapon that actually possesses the Combat Expertise feat may add twice the number he subtracts from his attack roll to his Armor Class. In addition, such a wielder may take a penalty to his attack roll up to 5 plus his Dexterity modifier when using an adroit weapon. The adroit
ability may only be added to melee weapons.
If anyone has any questions or suggestions post away!
If you come up with any cool, funny or interesting custom magic items, post the effect codes here and once i get a few will add to system example items or make an expansion pack.