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xmlspawner >>Q&A >>Spawning items with skill bonuses


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Vladimir- 05-24-2006
If you do a [props on a pair of shoes for example, you get a property called skillbonuses which has a sub menu that allows you to add skill bonuses to the item. How would you use a spawner to add this item with a skill increase in one of the skills, or in quests using the GIVE/ function for a reward?

regards Vlad

ArteGordon- 05-24-2006
from xmlspawner2.txt

QUOTE

- added support for setting nested attributes on items such as armorattributes.  To access these attributes use dot notation e.g. to change luck on a weapon use the specification string katana/attributes.luck/50 , or platehelm/armorattributes.magearmor/1/skillbonuses.skill_1_name/anatomy/skillbonuses.skill_1_value/20 to set magearmor and add +20 anatomy.
These are the same property names that appear in the props list.


to add temporary skillbonuses to players you can attach the xmlskill attachment.

QUOTE

- description of the new attachments included in this version:
XmlDex, XmlInt, XmlStr - these attachments simply apply temporary dex/int/str mods to the recipient.  The value and duration can be specified.

XmlHue - allow the hue of the target to be temporarily modified. The value and duration can be specified.

XmlSkill - When applied to a mob, allows the specified skill to be temporarily modified.  A word can also be specified which is required to activate the modification.  If applied to a weapon or armor, the item must be equipped when the word is spoken to activate the skill mod. The skill, value, triggering word, and duration can be specified.

XmlDate, XmlData, XmlValue - these attachments allow bits of information to be added to the target.  XmlDate supports DateTime information, XmlValue supports ints, XmlData supports strings.  These can be added and read by spawners (see attachtest1.xml for an example).

XmlSound - allows a sound to be played whenever a player comes in range of the object it is attached to or says a triggering word.  The sound value, minimum interval between activations, number of uses, and triggering word can be specified.

XmlMessage - allows an overhead message to be displayed whenever a player comes in range of the object it is attached to or says a triggering word.  The message value, minimum interval between activations, number of uses, and triggering word can be specified.

XmlFire, XmlLightning - when attached to a weapon, it will apply additional fire/lightning damage on weapon hits.  When attached to an object in the world it will apply damage when a player comes in range of the object.  The amount of damage, minimum interval between activations, and how long the attachment will last (expiration) can be specified.

XmlMinionStrike - a personal favorite. When attached to a weapon, it allows the specified minions to be spawned with some probability every time the weapon hits a defender.  These spawns will be under the control of the weapon owner.  When attached to a mob, this ability will be applied to any weapon the mob wields (including fists). The minion type, chance of spawning, minimum interval between activations, and how long the attachment will last (expiration) can be specified (see minionstrike.xml for an example of its use).

XmlMagicWord - this is something of a template for a general speech activated attachment that has different abilities that can be unlocked depending on the word spoken.  If it is added to a weapon or armor, the items must be equipped before the words can activate it. 9 words have been added
Lepto - gives a dex mod of +20
Malik - gives a str mod of +20
Shoda - gives an int mod of +20
Vas Malik - gives a str mod of +40
Tarda - gives a tactics skill mod of +20
Marda - gives a magery skill mod of +20
Narto - spawns a tamed drake
Santor - spawns a tamed horse
Velas - make you invisible
The activating word, duration of each effect, the number of uses, and how long the attachment will last (expiration) can be specified (see attachtest2.xml for an example). 



just specify xmlskill with the args you want in the attachmentstring property of the questholder to give it out as an automatic reward.

QUOTE

- added a new AttachmentString property that works in the same way as the RewardString only for attachments.  This allows both reward items and reward attachments to be specified by string in a single quest.


(edit)

note, you can use the [availatt command to get a list of available attachments and their arguments.

If you add the skill attachment without a duration, the default is for it to last 30 mins.

Vladimir- 05-24-2006
Ah ye i thought it was something like that... thx again