// **************************************************************************** // Readme for Leveling Weapons // By RiffRaff // **************************************************************************** // The Concept: // These items actually increase in power as they are used more. // They gain XP and levels like a character does // Installation: // Import the erf provided. // Usage: // 1) Create an item and make note of its TAG. // 2) Create a script and name it the same name as the items TAG. // 3) The script needs to look like this: // #include "rr_level_weapons" // void main() { Level(); } // 4) Put the item where players can get it. // **************************************************************************** // Customization: // This system is highly customizable. The file rr_level_weapons contains all // of the important functions. // void AddPowersByLevel(object oItem) // This function lets you decide at what levels the items will gain certain powers // void AddLevelMegaDamage(object oItem) // Megadamage is a 1d100 roll of elemental damage added to every attack. // Here you can control how devastating the weapon truly becomes. // Be careful with megadamage, it can easily throw balance off unless // Everyone has the same capability. // void AddLevelDamage(object oItem) // This function adds normal elemental damage to the weapon. (1d6, 2d12, etc) // int GetDamageBonusValue(int iLevel) // This function decides how much massive critial damage is added at what level // int GetBonusValue(int iLevel) // Allows you to change what levels people get +1, +2, etc. // Damage Values: // 1 = 1 // 2 = 2 // 3 = 3 // 4 = 1d6 // 5 = 1d8 // 6 = 1d10 // 7 = 1d12 // 8 = 2d8 // 9 = 2d12 // int GetArrowDamage(int iDamage) // Allows you to change the elemental damage // constants set in void AddLevelDamage(object oItem)