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Tailsmans and Jewelry; manually set the properties

Posted: December 31st, 2016, 7:15 pm
by kentares
Good afternoon Everyone,

Would it be possible to create or take a randomly generated talisman or a piece of jewelry and change the properties of said item manually. The changes would only apply to characteristics that normally apply to a Talisman or Jewelry

I am thinking along the lines of how special items can be created by GMs for in-game events; some kind of special / restricted access for us on Test Center. :geek:

Thank you for your time, knowledge, and energies,




kentares

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 1st, 2017, 1:17 pm
by Eos
Kinda sounds like Imbuing to me. :P

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 1st, 2017, 7:05 pm
by kentares
Good morning Eos,

After researching Imbuing; I agree that my request sounds like Imbuing, but I am not requesting that a skill or soul forges be added.

My example of special items created by GMs for in-game events also wasn't the best example. I am going describe what I am thinking; this is just the nuts and bolts as I do not understand what kind of coding / time and engine manipulation would be needed to implement such a thought. :geek:

I would like to request something similar to the Monster Summoner; but different:

01. Approach the Talisman / Jewelry Summoner
02. Say Talisman or Jewelry (depending upon the need)
03. Based off of the first keyword there are different options

Talisman keywords:
a. {Owned by: Name}
b. {Skill: Skill desired}
c. {Bonus Standard: Value}
d. {Bonus Exceptional: Value}
e. {Slayer: Slayer desired}
f. {Killers: Killer desired}
g. {Protections: Protection desired}
h. {Removal: Removal desired}
i. {Summoning: Summoning desired}

Jewelry keywords:
a. {Jewelry Type: Type desired (ring, braclet, necklace, etc.)}
b. {Property: Property desired}
c. {Intensity: Intensity desired}
d. {Special Properties: Type desired}

Thank you again,




kentares

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 4th, 2017, 7:33 pm
by The Silvertiger
Give me [props or give me death - Patrick the guard

Look guys and gals, they have known bugs and exploits they need to fix. Quit giving them excuses to not work on the known bugs and exploits.

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 6th, 2017, 9:34 am
by Loler
Yeah like blacksmith menu for items no one uses. good use of time.

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 6th, 2017, 9:35 am
by Loler
<3

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 6th, 2017, 7:36 pm
by The Silvertiger
But it is an actual bug,that takes 5 mins to fix, as opposed to this which will take longer to code, which shouldn't be coded until they fix other stuff like the bs menu.

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 21st, 2017, 9:12 pm
by MMMartin
how about put some testing brace and rings for test server, like 7-8 of them

ring
5ssi 15hci 15dci 25di and 8dex or 8 str
1/3 50ep 15hci 15dci
1/3 lrc 20 sdi 12 dci 15
0/3 skills +45 [magery,ei,resist] +15dci

and braceled like
15hci 15dci 25di and 8dex 8str
15hci 15dci 25di 25ep +15tactisc
1/3 lrc 20 sdi 12 dci 15

and maybe some other base testing jewels but what i write are most need for test chars

Re: Tailsmans and Jewelry; manually set the properties

Posted: January 21st, 2017, 10:09 pm
by EnEffetGile
Or just add new runics to Test server.

EoS Hammer : Give 5 mod 100% intensity
Jon Tinker Tool : 5 mod jewels 100% intensity
Selena Sewing Kit : 5 mod 100% intensity
MB Fletching kit 4 mod 100% intensity
Amish Saw 4 mods 100% intensity

and a new monster:
The Shaman Of the Demised Order
Always drop a 4 mod slayer talisman with 100% intensity.