Template question re: equip requirements
| Submitted by kathycf on Tue, 2016-11-22 00:01 | ||
So here is the question: I have an item w/ a new mesh that will only work for the basic old farmboy and farmgirl. I know how to set requirements for other things, like int or strength(or both) or for a male or female only item. I just can't see how I can make the requirements for both male and female? Is it simply a matter of adding in male and female skills in the heroes.gas and setting the requirements like this? equip_requirements = Female:1; How do I restrict those skills to the basic farmboy/farmgirl and exclude others? Or would it be better to have some restriction to the auto equip code? (seriously, sometimes that really makes me annoyed). Like for example, if I have a pair of elf only boots and a non elf picks them up, they won't be auto equipped. [equip_limit]
{
race_match = elf;
}
[gui]
{
equip_requirements = elf:1;
I'm just chasing the idea around and around in my head and thought it was time to ask for help...so my head doesn't explode. forums: |
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Thanks for any insight or help.
Also have to change world/global/formula formulas.gas to reflect the new requirements.
[skill*] { name = "Strength"; screen_name = "Strength"; max_level = 1500; // 309; max_bonus_level = 3000; // 1000; } [skill*] { name = "Intelligence"; screen_name = "Intelligence"; max_level = 1500; // 309; max_bonus_level = 3000; // 1000; } [skill*] { name = "Dexterity"; screen_name = "Dexterity"; max_level = 1500; // 309; max_bonus_level = 3000; // 1000; } [skill*] { name = "monster_level"; screen_name = "Monster Level"; max_level = 510; // 102; // -1 BY INTENTION } /* [skill*] { name = "catgirl"; screen_name = "Catgirl"; max_level = 1; } [skill*] { name = "catboy"; screen_name = "Catboy"; max_level = 1; } [skill*] { name = "cat"; screen_name = "Cat mansion"; max_level = 1; }Hey, thanks PhoeniX.
How's WoW going?
Regarding your answer:
The item (some new boots) I'm talking about doesn't have meshes for the Catmansion people, just basic farmboy/farmgirl. Would I still do the skills in formulas in the same way?
The basic idea he's pointing at is that you need to define a new skill, add it to the farmboy/girl temlates, and then you can test it with the level requirements. A value of 1 is all that's needed.
Presumably the cat mansion characters are given the "cat" skills, so things match up.
I think this might be correct for formulas for regular farmboy/girl:
} [skill*] { name = "Farmgirl"; screen_name = "Farmgirl"; max_level = 1; str_influence = 0.0; dex_influence = 0.0; int_influence = 0.0; } [skill*] { name = "Farmboy"; screen_name = "Farmboy"; max_level = 1; str_influence = 0.0; dex_influence = 0.0; int_influence = 0.0; } }So then I would make the equip requirements in the item template like:
[gui] { equip_requirements = Farmgirl:1,Farmboy:1;Well, I think I will try that out and see if it works. Thanks guys for the help!
haven't tried but maybe - equip_requirements = Farmgirl:1|Farmboy:1;