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Lua Donator items

Demonkil

Beginner Mapper
Joined
Dec 21, 2007
Messages
468
Reaction score
12
I was wondering how to make items like ex.

dragon scale legs, have mana regain 100 mana every 1 sec, and have +%10 to sd damage.

may someone please show me a basic idea of how to do it or point me to a new tut, thanks rep will be given
 
Thanks alot both of you, both got rep from me, and i was wondering can i change where is say "absorbPercentDeath" to like "speed" and it will give more speed and so on. would be great if any1 could post what i can actually put in there
 
here you are:
<item id="2471" article="a" name="golden helmet">
<attribute key="description" value="It's the famous Helmet of the Stars."/>
<attribute key="weight" value="3200"/>
<attribute key="armor" value="12"/>
<attribute key="slotType" value="head"/>
<attribute key="absorbPercentDeath" value="20"/>
<attribute key="speed" value="20"/> <!-- the new speed will be (baseSpeed + (20/2)) -->
</item>
 
items.h, lines 128 - 158:
Code:
bool stopTime, showCount, clientCharges, stackable, showDuration, showCharges, showAttributes,
allowDistRead, canReadText, canWriteText, forceSerialize, isVertical, isHorizontal, isHangable,
useable, moveable, pickupable, rotable, replaceable, lookThrough,
hasHeight, blockSolid, blockPickupable, blockProjectile, blockPathFind, allowPickupable, alwaysOnTop,
floorChange[CHANGE_LAST];

MagicEffectClasses magicEffect;
FluidTypes_t fluidSource;
WeaponType_t weaponType;
Direction bedPartnerDir;
AmmoAction_t ammoAction;
CombatType_t combatType;
RaceType_t corpseType;
ShootType_t shootType;
Ammo_t ammoType;

uint16_t transformToOnUse[2], transformToFree, transformEquipTo, transformDeEquipTo,
id, clientId, maxItems, slotPosition, wieldPosition, speed, maxTextLen, writeOnceItemId;

int32_t attack, extraAttack, defense, extraDefense, armor, breakChance, hitChance, maxHitChance,
runeLevel, runeMagLevel, lightLevel, lightColor, decayTo, rotateTo, alwaysOnTopOrder;
uint32_t shootRange, charges, decayTime, attackSpeed, wieldInfo, minReqLevel, minReqMagicLevel,
worth, levelDoor;

std::string name, pluralName, article, description, runeSpellName, vocationString;

Condition* condition;
Abilities abilities;
itemgroup_t group;
ItemTypes_t type;
float weight;
 
What would i do with like fire walker boots, i want them to gain mana, have speed but not run out. in my items file there is 2 9932,9933, and the worn ones
 
here you are:
Code:
    <item id="9932" article="a" name="firewalker boots">            <!-- This is the boots on slot -->
        <attribute key="description" value="your description here."/>
        <attribute key="weight" value="950"/>
        <attribute key="armor" value="2"/>
        <attribute key="slotType" value="feet"/>
        <attribute key="absorbPercentFire" value="90"/>
        <attribute key="transformDeEquipTo" value="9933"/>

        <attribute key="absorbPercentDeath" value="20"/>        <!-- This absorbs 20% of Death Damage -->
        <attribute key="speed" value="40"/>                <!-- This gives to the player 40 / 2 = 20+ speed -->
        <attribute key="manaGain" value="100"/>                <!-- This gives 100MP to the player -->
        <attribute key="manaTicks" value="1000"/>            <!-- This is the time(in miliseconds - seconds * 1000) to give the 100MP to the player -->
    </item>
    <item id="9933" article="a" name="firewalker boots">            <!-- This is the boots on backpack -->
        <attribute key="description" value="your description here."/>
        <attribute key="weight" value="950"/>
        <attribute key="armor" value="2"/>
        <attribute key="slotType" value="feet"/>
        <attribute key="transformEquipTo" value="9932"/>
    </item>
 
Thanks alot, then would i put this in movements

Code:
	<movevent type="Equip" itemid="9932" slot="feet" level="130" event="function" value="onEquipItem"/>
	<movevent type="DeEquip" itemid="9932" slot="feet" event="function" value="onDeEquipItem"/>
	<movevent type="Equip" itemid="9933" slot="feet" level="130" event="function" value="onEquipItem"/>
	<movevent type="DeEquip" itemid="9933" slot="feet" event="function" value="onDeEquipItem"/>
 
Here is my crystal arrow, i was wondering how i would get it to look like a crystal arrow when it shoots, is that possible?

Code:
	<item id="2352" article="a" name="crystal arrow">
		<attribute key="description" value="This arrow seems not suitable for the use with ordinary bows. It seems to be rotting rapidly."/>
		<attribute key="weight" value="100"/>
		<attribute key="slotType" value="ammo"/>
		<attribute key="attack" value="65"/>
		<attribute key="weaponType" value="ammunition"/>
		<attribute key="ammoType" value="arrow"/>
 
What would be the best to use, cause just shootType arrow looks kinda bad.
laso is there a way to test see if the payapl thing on my website is working
 
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