Tailsmans and Jewelry; manually set the properties

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kentares
Posts: 673
Location: Houston

Tailsmans and Jewelry; manually set the properties

Post 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
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Eos
Demise Administrator
Posts: 352

Re: Tailsmans and Jewelry; manually set the properties

Post by Eos »

Kinda sounds like Imbuing to me. :P
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kentares
Posts: 673
Location: Houston

Re: Tailsmans and Jewelry; manually set the properties

Post 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
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The Silvertiger
Posts: 4469

Re: Tailsmans and Jewelry; manually set the properties

Post 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.
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Loler
Posts: 2485

Re: Tailsmans and Jewelry; manually set the properties

Post by Loler »

Yeah like blacksmith menu for items no one uses. good use of time.
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Loler
Posts: 2485

Re: Tailsmans and Jewelry; manually set the properties

Post by Loler »

<3
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The Silvertiger
Posts: 4469

Re: Tailsmans and Jewelry; manually set the properties

Post 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.
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MMMartin
Posts: 1219

Re: Tailsmans and Jewelry; manually set the properties

Post 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
EnEffetGile
Posts: 122

Re: Tailsmans and Jewelry; manually set the properties

Post 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.
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