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Item Upgrades


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#1 Icendoan

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Posted 14 July 2008 - 09:36 AM

I have agreed with Zyraen to take over the item upgrades and I am about 50% through the documented work.

I have finished 4 item components (without dialogue and actual upgrade, but I have made all the items); Armour, Mellee Weaponry, Boots and Shields.

The documentation can be found at the nearby Gemming Rules thread, and I have made no changes.

I am also planning to release this as a minimod, much like Sylmar battlefield.

Oh, before I forget, what weaponry would you like to be upgradeable? I have done Longswords, Shortswords Staves and Flails so far, but I can easily make it generate more.

Icen

Edited by Icendoan, 14 July 2008 - 09:39 AM.

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#2 Zyraen

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Posted 14 July 2008 - 10:33 PM

More would be nice, but I would like to look over the code rather than if an error were brought forward ^^;;

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#3 Icendoan

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Posted 15 July 2008 - 11:47 AM

I have finished all other components with documentation.

I have added Clubs, Bastard Swords, Morning Stars and 2h-Swords. (I am going down the Type list in NI and adding all I haven't got.)

TO DO: Halberds, Hammers, Maces and Spears. Let me know if I have missed any!

I have e-mailed you the code Zyraen, but I discovered a major bug :( . It is fixed now and I am ploughing on.

Zyraen, when you get the finished code for Silm, can you try and optimize it, because it is >2000 lines at the min.

Icen

Edited by Icendoan, 15 July 2008 - 12:01 PM.

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#4 Icendoan

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Posted 16 July 2008 - 02:37 AM

Added: Daggers, Halberds

TO DO: Hammers, Maces and Spears.

Icen

Edited by Icendoan, 16 July 2008 - 03:54 AM.

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#5 Icendoan

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Posted 17 July 2008 - 07:43 AM

Added Hammers, Maces, Spears. WEAPONS ARE DONE. With over 800 items!

Icen

Edited by Icendoan, 17 July 2008 - 08:10 AM.

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#6 Miloch

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Posted 17 July 2008 - 09:51 AM

With unique BAMs? :blink:

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#7 Icendoan

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Posted 17 July 2008 - 10:21 AM

Nah, they all have the default unenchanted BAMs.

I might get around to giving them 'enchanted' BAMs one day, like fixing the descriptions.

Once I have it all done to some extent.

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#8 Icendoan

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Posted 18 July 2008 - 08:48 AM

Added: Missile Launchers and Thrown Weapons.

More to come!

Icen

Edited by Icendoan, 18 July 2008 - 11:02 AM.

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#9 Icendoan

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Posted 19 July 2008 - 01:19 PM

Fixed: A major bug in the missile weaponry. Warranted a complete rewrite.

The bug was that my base for thrown weapons was axes, and they have mellée headers, so darts and daggers were getting the mellée header of a throwing axe.

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#10 Icendoan

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Posted 20 July 2008 - 12:50 AM

Thrown weapons are treated as both Ammo and Launchers, to balance out launchers.

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#11 Icendoan

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Posted 20 July 2008 - 01:49 AM

Actually, rethinking that.

Thrown weaponry don't get ammo bonuses due to combination with shields. I am removing Slings from the launchers to balance this.

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#12 Icendoan

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Posted 20 July 2008 - 01:54 AM

Added: Normal Ammunition.

Icen

Edited by Icendoan, 20 July 2008 - 01:55 AM.

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#13 Icendoan

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Posted 21 July 2008 - 09:00 AM

Added: Unlimited sources of ammo, with no copies so it is much shorter and bug-free-er, due to my wonderful discovery of WeiDU's inbuilt macros!

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#14 Icendoan

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Posted 22 July 2008 - 08:09 AM

Rewritten: Main Ammo to use WeiDU macros

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#15 Icendoan

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Posted 30 July 2008 - 06:43 AM

Optimized: All weapons

Next Target: Armour

Icen

Edited by Icendoan, 30 July 2008 - 07:10 PM.

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#16 Zyraen

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Posted 25 July 2009 - 08:51 AM

In view all the earlier work has been lost, and Icen is no longer working on this, hereby locking this thread.

Still, many thanks and appreciation to Icen :) Much appreciate effort and diligence in past year. Pity I didn't treasure it...

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Love between a Law Enforcer and a Fugitive - can such a thing even happen?
SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression