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CreatureEvent [TFS 1.3] Item Sets

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@oen432 you can help me. 2 things. My other POST here, and how i change {type = BONUS_TYPE_DIVINEMISSILE_ON_ATTACK, min = 100, max = 150, chance = 40}
min e max = to formula like ((player:getLevel() / 5) + (player:getMagicLevel() * 2.203) + 13)
 
excellent job. Your codes are great, you should do a Rarity System (randon item status)

All the systems I've seen change a lot and change the source and it's horrible to implement.


I don't know if I got it right, but it doesn't make sense for the set to give bonuses with only part of the set. the bonus should start with 2 pieces.

FLP
 
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you should do a Rarity System (randon item status)
Uhh? CreatureEvent - [TFS 1.3] Upgrade System (https://otland.net/threads/tfs-1-3-upgrade-system.264672/)

I don't know if I got it right, but it doesn't make sense for the set to give bonuses with only part of the set. the bonus should start with 2 pieces.
Cause this one is bugged as hell. This was the first time when I tried to make "onEquip/onDeequip" event in pure Lua and because TFS sucks on so many levels, I failed, not because I did it incorrectly but because there is no proper way to do it in Lua. I gave up on this script cause I don't care anymore, honestly.

Gonna ask mods to close this thread as it's no longer supported by me.
 
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