//:://///////////////////////////////////////////// //:: Scarface's Socketed Items Documentation //:: V2.5 //:: sf_sockets_doc //::////////////////////////////////////////////// /* Written By Scarface */ ////////////////////////////////////////////////// /* To create a socketed item, simply create an item and give it the tag "sf_sockets" (without the quotes of course), go into the properties tab and give the item the property: "Cast Spell: Unique Power(self)" give it unlimited uses/day and then go to the "Descriptions" tab and select "Variables" and create a new one like this: Name: SOCKET_SLOTS Type: int Value: 3 I have just given my socketed item 3 socket slots which will enable 3 gems to be socketed into it (dependant on how you have the config constants set in the inc script. To create gems you simply create a new item, use the "Misc Small" or soemthing similar but not real gem base item types, because unfortunately, real gem type items can not hold item properties i.e. unique power. Give the item the property: "Cast Spell: Unique Power" and give it unlimited uses/day. Now you can set the variables which tell the scripts which type of gem is being used, if I wanted for example a gem to have the 'feat' called 'Dodge', I would set 2 variables like this: Name: IP_TYPE Name: IP_SUBTYPE Type: int Type: int Value: 12 Value: 4 As you can see the IP_TYPE for 'feats' is the number '12' in the list below, and the IP_SUBTYPE is the feat type which is 'Dodge' in this example and also the number 4 in the IP_SUBTYPE list. No need to add a value for this type of item property, we will go through that in the next example :) Now lets show an example of when we would need a 'Value'... For this example lets take 'Saving Throws', if I wanted for example to have a gem that has +5 'Fortitude Saving Throws' on it I would set these 3 variables: Name: IP_TYPE Name: IP_SUBTYPE Name: IP_value Type: int Type: int Type: int Value: 40 Value: 1 Value: 5 As you can see the IP_TYPE for 'Saving Thows' is the number '40' in the list below, and the IP_SUBTYPE is the 'Saving Throw' type which is 'Fortitude' in this example and also the number 1 in the IP_SUBTYPE list. The value is just the amount of the bonus we want the gem to have, in this case it's 5 meaning +5. To socket a gem into a socket item, use the gem's unique power and target the socket item :) If you use the socket item's unique power, it will display the amount of sockets available on that item. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! IMPORTANT NOTE - PLEASE READ!! The following list of porperties stack but do not need a value: Damage Bonus Damage Resistance Massive Criticals Spell Resistance These properies will stack each time one is used (If you want to allow stacking), for example, if I used a Acid Damage Bonus gem on my weapon, it would add 1d4 Acid, if I added another of the same type it would stack to 1d6 Acid, for spell resistance stacking it goes 10, 12, 14 up to 32, damage resistance will go up 5/-, 10/-, 15/- and so on. For 'Keen', 'Hast' and other types of item properties like that, we obviously need not bother with IP_SUBTYPE or IP_VALUE as it has neither. IMPORTANT NOTE END!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Item Property Type integers - IP_TYPE 0 - Ability Bonus 1 - AC Bonus 6 - Enhancement Bonus 12 - Bonus Feat 13 - Bonus Spell Slot 15 - Cast Spell 16 - Damage Bonus 23 - Damage Resistance 34 - Extra Ranged Damage 35 - Haste 36 - Holy Avenger 38 - Improved Evasion 39 - Spell Resistance 40 - Saving Throws 43 - Keen 45 - Mighty 51 - Regeneration 52 - Skill Bonus 56 - Attack Bonus 61 - Unlimited Ammo 67 - Vampiric Regeneration 71 - True Seeing 74 - Massive Criticals 75 - Freedom 82 - On-Hit Cast Spell ************************************************************ Item Property Sub Type integers - IP_SUBTYPE Ability Type: 0 - Strength 1 - Dexterity 2 - Constitution 3 - Intelligence 4 - Wisdom 5 - Charisma Damage Type: 0 - Bludgeoning 1 - Piercing 2 - Slashing 5 - Magical 6 - Acid 7 - Cold 8 - Divine 9 - Electrical 10 - Fire 11 - Negative 12 - Positive 13 - Sonic Feats: 0 - Alertness 1 - Ambidextrous 2 - Cleave 3 - Combat Casting 4 - Dodge 5 - Extra Turning 6 - Knockdown 7 - Point Blank 8 - Spell Focus Abjuration 9 - Spell Focus Conjuration 10 - Spell Focus Divination 11 - Spell Focus Enchantment 12 - Spell Focus Evocation 13 - Spell Focus Illusion 14 - Spell Focus Necromancy 15 - Spell Penetration 16 - Power Attack 17 - Two Weapon Fighting 18 - Weapon Specialization Un-Armed 19 - Weapon Finesse 20 - Impproved Criticals Un-Armed 21 - Weapon proficiency Exotic 22 - Weapon proficiency Martial 23 - Weapon proficiency Simple 24 - Armour proficiency Heavy 25 - Armour proficiency Light 26 - Armour proficiency Medium 27 - Mobility 28 - Disarm 29 - Whirlwind Attack 30 - Rapid Shot 31 - Hide In Plain Sight 32 - Sneak Attack 1d6 33 - Sneak Attack 2d6 34 - Sneak Attack 3d6 35 - Shield proficiency 36 - Use Poison 37 - Disarm 38 - Weapon proficiency Creature 39 - SneakAttack 5d6 Saving Throws: 1 - Fortitude 2 - Will 3 - Reflex Skill Bonus: 0 - Animal Empathy 1 - Concentration 2 - Disable Trap 3 - Discipline 4 - Heal 5 - Hide 6 - Listen 7 - Lore 8 - Move Silently 9 - Open Lock 10 - Parry 11 - Perform 12 - Persuade 13 - Pick Pocket 14 - Search 15 - Set Trap 16 - Spellcraft 17 - Spot 18 - Taunt 19 - Use Magic Device 20 - Appraise 21 - Tumble 22 - Craft Trap 23 - Bluff 24 - Intimidate 25 - Craft Armor 26 - Craft Weapon Bonus Spell Slots: 1 - Bard 2 - Cleric 3 - Druid 6 - Paladin 7 - Ranger 9 - Sorcerer 10 - Wizard Unlimited Ammo: 1 - Basic 2 - 1d6 Fire 3 - 1d6 Cold 4 - 1d6 Lightning 11 - Basic +1 12 - Basic +2 13 - Basic +3 14 - Basic +4 15 - Basic +5 Cast Spell: Too many spells to list, check out the 'iprp_spells.2da' files located in with this package for an extensive list. The row number is what represents the item property sub type (Which is the spell type in this case.) On-Hit Cast Spell: Too many spells to list, check out the 'iprp_onhitspell.2da' files located in with this package for an extensive list. The row number is what represents the item property sub type (Which is the On-Hit spell type in this case.) ************************************************************ Item Property Value integers - IP_VALUE Bonus Spell Slots: 0 - 9 = Spell Level Cast Spell: 1 - 1 Use Per Day 2 - 2 Uses Per Day 3 - 3 Uses Per Day 4 - 4 Uses Per Day 5 - 5 Uses Per Day 6 - Unlimited Uses Everything else is 1:1 for example spell level for On-Hit cast spells value 1 would mean spell level 1, 5 would mean spell level 5 and so on, the same goes for any properties that aren't listed here, Attack Bonus value 3 would mean +3 and so on. */ void main(){}