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I have a problem regarding part of my D-mod where Dink has his axe sharpened by someone, I tried adding a condition using a global variable so if "&weapon >= 2" when Dink armed the axe it would give him 2 bonus attack points.
I know there is probably a better way involving disarming the axe or dropping it from his inventory briefly but I couldn't find any problems in DinkC editor or any easy-looking solutions in the reference make the script work, when Dink armed the axe it would give him +5 attack, as it should have but when he disarmed the axe it would only take off 3 attack so it increase every time he armed it. I tried that once with a clawsword and got it up to 1000 attack but that's not what I want here.
This is the disarm and arm part of the script.
void disarm(void)
{
sp_attack_hit_sound(1, 0);
&strength -= 3;
sp_distance(1, 0);
sp_range(1, 0);
kill_this_task();
if (&weapon >= 2)
{
&strength -= 2;
}
}
void arm(void)
{
//sword range
sp_distance(1, 55);
sp_range(1, 45);
//sword strength added
&strength += 3;
if (&weapon >= 2)
{
&strength = 2;
}
What I added in was the if "(&weapon >= 2)" parts, this is Dan's axe script I copied so apart from what I put in it would be flawless.
I know there is probably a better way involving disarming the axe or dropping it from his inventory briefly but I couldn't find any problems in DinkC editor or any easy-looking solutions in the reference make the script work, when Dink armed the axe it would give him +5 attack, as it should have but when he disarmed the axe it would only take off 3 attack so it increase every time he armed it. I tried that once with a clawsword and got it up to 1000 attack but that's not what I want here.
This is the disarm and arm part of the script.
void disarm(void)
{
sp_attack_hit_sound(1, 0);
&strength -= 3;
sp_distance(1, 0);
sp_range(1, 0);
kill_this_task();
if (&weapon >= 2)
{
&strength -= 2;
}
}
void arm(void)
{
//sword range
sp_distance(1, 55);
sp_range(1, 45);
//sword strength added
&strength += 3;
if (&weapon >= 2)
{
&strength = 2;
}
What I added in was the if "(&weapon >= 2)" parts, this is Dan's axe script I copied so apart from what I put in it would be flawless.