ziggy46802
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change the ids: 2298, 2270, and 2307 in your items.xml to this
2298
2270
2307 -- this one might come grouped as "spell rune" from 2306-2307, so heres the code to replace both
Now go to spells.xml
and add these lines of code at the top
and do a CTRL+F to find where the intense and ultimate healing runes are, and put these lines of code below the last line of the ultimate healing rune
Now, in data/spells, add a folder called "custom spells" and make 3 files in there, they are:
mana rune.lua
intense mana rune.lua
ultimate mana rune.lua
THE INFO
So you might be asking, so okay, but what are the details behind how these runes work? Well if you cant read the code, then I will explain them all right here
All runes act as if they are healing runes (as in you CAN use them on other players) and they have a 2 second exhaust
They all weigh the same as a normal rune
They all conjure as 1 charge
They decrease in efficiency as they go up (but high levels must conserve cap, so they will be willing to waste some mana efficiency (ill explain in each rune)
Mana Rune
words = "adura magica"
Level to make/use = 12
Magic Level to use = 2 (so knights can make them too!)
Vocations = all
Mana to make = 120
Mana received on average = 75 (efficiency is 63%)
Soul: 4
Recommended Price: 40
shopModule:addBuyableItem({'mana rune'}, 2298, 40, 1, 'mana rune')
Intense Mana Rune
words = "adura gran magica"
Level to make/use = 27
Magic Level to use = 10 (since paladins can make them too, it has to be lowered)
Vocations = all but knight
Mana to make = 310
Mana received on average = 150 (efficiency is 48%)
Soul: 8
Recommended Price:120
shopModule:addBuyableItem({'intense mana rune'}, 2270, 120, 1, 'intense mana rune')
Ultimate Mana Rune
words = "adura magna magica"
Level to make/use = 54
Magic Level to use = 40 (only mages can make so must have a high magic level)
Vocations = mages
Mana to Make = 740
Mana received on average = 300 (efficiency is 40%)
Soul: 12
Recommended Price: 300
shopModule:addBuyableItem({'ultimate mana rune'}, 2307, 300, 1, 'ultimate mana rune')
See what I mean by efficiency? Level 100+'s need all the cap they can get, so even though you dont get as much mana back from the higher runes, you get more mana per weight, so you can "carry more mana" on you for a longer hunt.
That's about all there is too it. This is not just a quick action script that is unlimited where mages are tanks, all of the numbers have been calculated out so that they make sense and you can NOT cheat mana from them. The intense and ultimate mana runes can not be abused by knights either because they require magic level 10 and 40, which a knight would not get to.
I picked 3 runes that seemed like "light colored", "medium colored", and "dark colored" for the 3 runes and they all look about the same, they all have the little pentacle on them which I thought kind of meant "mana" in a way anyway.
Tell me if you like it or not, I would really appreciate some feedback as it took awhile to get this to work and all the numbers to make sense.
Thanks to:
Acubens - shortened the min and max so it is only 2 variables instead of 4 now for each rune
2298
XML:
<item id="2298" article="a" name="mana rune">
<attribute key="runeSpellName" value="adura magica" />
<attribute key="weight" value="120" />
</item>
2270
XML:
<item id="2270" article="an" name="intense mana rune">
<attribute key="runeSpellName" value="adura gran magica" />
<attribute key="weight" value="120" />
</item>
2307 -- this one might come grouped as "spell rune" from 2306-2307, so heres the code to replace both
XML:
<item id="2306" article="a" name="spell rune">
<attribute key="weight" value="120" />
</item>
<item id="2307" article="an" name="ultimate mana rune">
<attribute key="runeSpellName" value="adura magna magica" />
<attribute key="weight" value="120" />
</item>
Now go to spells.xml
and add these lines of code at the top
XML:
<!-- Custom Runes -->
<rune name="Mana Rune" id="2298" allowfaruse="0" charges="1" lvl="12" maglv="2" exhaustion="2000" aggressive="0" needtarget="1" blocktype="solid" event="script" value="custom spells/mana rune.lua"/>
<rune name="Intense Mana Rune" id="2270" allowfaruse="0" charges="1" lvl="27" maglv="10" exhaustion="2000" aggressive="0" needtarget="1" blocktype="solid" event="script" value="custom spells/intense mana rune.lua">
<vocation id="5" showInDescription="0"/>
<vocation id="6" showInDescription="0"/>
<vocation id="7" showInDescription="0"/>
<vocation id="1"/>
<vocation id="2"/>
<vocation id="3"/>
</rune>
<rune name="Ultimate Mana Rune" id="2307" allowfaruse="0" charges="1" lvl="54" maglv="40" exhaustion="2000" aggressive="0" needtarget="1" blocktype="solid" event="script" value="custom spells/ultimate mana rune.lua">
<vocation id="5" showInDescription="0"/>
<vocation id="6" showInDescription="0"/>
<vocation id="1"/>
<vocation id="2"/>
</rune>
and do a CTRL+F to find where the intense and ultimate healing runes are, and put these lines of code below the last line of the ultimate healing rune
XML:
<conjure name="Mana Rune" words="adura magica" lvl="12" mana="120" soul="4" reagentId="2260" conjureId="2298" conjureCount="1" exhaustion="1000" needlearn="0" event="function" value="conjureRune">
<vocation id="1"/>
<vocation id="2"/>
<vocation id="3"/>
<vocation id="5"/>
<vocation id="6"/>
<vocation id="7"/>
</conjure>
<conjure name="Intense Mana Rune" words="adura gran magica" lvl="27" mana="310" soul="8" reagentId="2260" conjureId="2270" conjureCount="1" exhaustion="1000" needlearn="0" event="function" value="conjureRune">
<vocation id="1"/>
<vocation id="2"/>
<vocation id="5"/>
<vocation id="6"/>
</conjure>
<conjure name="Ultimate Mana Rune" words="adura magna magica" lvl="54" mana="740" soul="12" reagentId="2260" conjureId="2307" conjureCount="1" exhaustion="1000" needlearn="0" event="function" value="conjureRune">
<vocation id="1"/>
<vocation id="2"/>
<vocation id="5"/>
<vocation id="6"/>
</conjure>
Now, in data/spells, add a folder called "custom spells" and make 3 files in there, they are:
mana rune.lua
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false)
setCombatParam(combat, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)
function onGetFormulaValues(cid)
local min = 55
local max = 95
return doPlayerAddMana(cid, math.random(min, max))
end
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end
intense mana rune.lua
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false)
setCombatParam(combat, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)
function onGetFormulaValues(cid)
local min = 120
local max = 180
return doPlayerAddMana(cid, math.random(min, max))
end
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end
ultimate mana rune.lua
Lua:
local combat = createCombatObject()
setCombatParam(combat, COMBAT_PARAM_TYPE, COMBAT_HEALING)
setCombatParam(combat, COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE)
setCombatParam(combat, COMBAT_PARAM_AGGRESSIVE, false)
setCombatParam(combat, COMBAT_PARAM_TARGETCASTERORTOPMOST, true)
setCombatParam(combat, COMBAT_PARAM_DISPEL, CONDITION_PARALYZE)
function onGetFormulaValues(cid)
local min = 235
local max = 365
return doPlayerAddMana(cid, math.random(min, max))
end
setCombatCallback(combat, CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
function onCastSpell(cid, var)
return doCombat(cid, combat, var)
end
THE INFO
So you might be asking, so okay, but what are the details behind how these runes work? Well if you cant read the code, then I will explain them all right here
All runes act as if they are healing runes (as in you CAN use them on other players) and they have a 2 second exhaust
They all weigh the same as a normal rune
They all conjure as 1 charge
They decrease in efficiency as they go up (but high levels must conserve cap, so they will be willing to waste some mana efficiency (ill explain in each rune)
Mana Rune
words = "adura magica"
Level to make/use = 12
Magic Level to use = 2 (so knights can make them too!)
Vocations = all
Mana to make = 120
Mana received on average = 75 (efficiency is 63%)
Soul: 4
Recommended Price: 40
shopModule:addBuyableItem({'mana rune'}, 2298, 40, 1, 'mana rune')
Intense Mana Rune
words = "adura gran magica"
Level to make/use = 27
Magic Level to use = 10 (since paladins can make them too, it has to be lowered)
Vocations = all but knight
Mana to make = 310
Mana received on average = 150 (efficiency is 48%)
Soul: 8
Recommended Price:120
shopModule:addBuyableItem({'intense mana rune'}, 2270, 120, 1, 'intense mana rune')
Ultimate Mana Rune
words = "adura magna magica"
Level to make/use = 54
Magic Level to use = 40 (only mages can make so must have a high magic level)
Vocations = mages
Mana to Make = 740
Mana received on average = 300 (efficiency is 40%)
Soul: 12
Recommended Price: 300
shopModule:addBuyableItem({'ultimate mana rune'}, 2307, 300, 1, 'ultimate mana rune')
See what I mean by efficiency? Level 100+'s need all the cap they can get, so even though you dont get as much mana back from the higher runes, you get more mana per weight, so you can "carry more mana" on you for a longer hunt.
That's about all there is too it. This is not just a quick action script that is unlimited where mages are tanks, all of the numbers have been calculated out so that they make sense and you can NOT cheat mana from them. The intense and ultimate mana runes can not be abused by knights either because they require magic level 10 and 40, which a knight would not get to.
I picked 3 runes that seemed like "light colored", "medium colored", and "dark colored" for the 3 runes and they all look about the same, they all have the little pentacle on them which I thought kind of meant "mana" in a way anyway.
Tell me if you like it or not, I would really appreciate some feedback as it took awhile to get this to work and all the numbers to make sense.
Thanks to:
Acubens - shortened the min and max so it is only 2 variables instead of 4 now for each rune
Last edited: