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#7 Flag documentation

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nobody
None
5
2007-12-21
2007-12-21
Anonymous
No

I'll be brief- I have everything down but the flags. I build all I like, but how do I (e.g.) make a dagger poisonous? Create an item that gives a bonus to skill and DC checks?

Any help is greatly appreciated.

Will
acrassicauda108@fastmail.fm

Discussion

  • Nobody/Anonymous

    Logged In: NO

    Hi,

    Flags are a hang-over from the original MUD32 server which I haven't implemented in RPMUD yet. Items can affect characters' basic attributes (Str, Dex , Int etc) but I don't have anything to directly affect the rolls you list, or make a weapon poison.

    Sorry if the interface is misleading - I've removed the Flags boxes from the next release since these features will require a more complex interface than the text-boxes that currently appear. For instance I'll need to get the official SRD magic-items list integrated into the game.

    Regards,

    T.

     
  • Nobody/Anonymous

    Logged In: NO

    Thanks, very much.
    -Will

     
  • Nobody/Anonymous

    Logged In: NO

    Dang- forgot to mention, I was also looking for damage type flags.
    --Will

     
  • Nobody/Anonymous

    Logged In: NO

    Hi,

    Just seen this addition which I missed before the Christmas break. At the moment players' weapons are limited to the basic weapons in the d20 system - these are not available from the interface and their damage types are currently pre-set.

    These aren't hard-coded though, they're just not available from the interface.

    The weapon statistics can be modified directly in the "Weapons.xml" file found in the Items folder.

    I'm not 100% sure, but you if you're comfortable editing or adding XML then you could change or add weapons to the list.

    So if you add a weapon item via the editor, you could also add it's combat statistics to the weapons.xml file which is referenced during combat.

    I can't guarantee this will work, and I'd keep a copy of the two files (Items.xml and Weapons.xml) to replace the orginals if it messes anything up. There's not much that could go wrong though.

    NPCs on the other hand should have their damage types settable from the NPC attacks editor.

    Regards,

    T.

     

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