//the way this works is just weird. this was one of the first things I wrote with byond. i wouldn't suggest using this method for equipping, calculating damage, and stuff.
//i'm not even going to comment this much; it's just too ugly.
mob
var
Wequipped = 0
Aequipped = 0
Sequipped = 0
tempdefense = 0
tempevade = 0
tempdamagemin = 1
tempdamagemax = 2
tempstr = 1
obj
var/sellvalue
//the books aren't so bad, use a book, gain a level in that spell, each one has a calculated intelligence requirement
//pretty simple
books
icon = 'books.dmi'
var
intreq
verb
Get()
set category = "Temporary"
set src in oview(0)
src.Move(usr)
Drop()
set category = null
set src in usr
if(src.suffix == "Equipped")
usr << "Un-equip [src] first!"
else
src.Move(usr.loc)
firebolt
name = "Book of FireBolt"
icon_state = "red"
sellvalue = 200
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.fireboltlevel*3)+2
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/FireBolt
M.fireboltlevel+=1
usr << "\green<b>You learned FireBolt Level [M.fireboltlevel]!"
del src
else
usr << "<font color = teal>To use this Book of FireBolt, you need [(M.fireboltlevel*3)+2] intelligence."
icebolt
name = "Book of IceBolt"
icon_state = "blue"
sellvalue = 250
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = round(((M.iceboltlevel*3.2)+1),1)
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/IceBolt
M.iceboltlevel+=1
usr << "\green<b>You learned IceBolt Level [M.iceboltlevel]!"
del src
else
usr << "<font color = teal>To use this Book of IceBolt, you need [round(((M.iceboltlevel*3.2)+1),1)] intelligence."
lightningbolt
name = "Book of LightningBolt"
icon_state = "yellow"
sellvalue = 300
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = round(((M.lightningboltlevel*3.7)+3),1)
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/LightningBolt
M.lightningboltlevel+=1
usr << "\green<b>You learned LightningBolt Level [M.lightningboltlevel]!"
del src
else
usr << "<font color = teal>To use this Book of LightningBolt, you need [round(((M.lightningboltlevel*3.7)+3),1)] intelligence."
healing
name = "Book of Healing"
icon_state = "heal"
sellvalue = 200
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.healinglevel*3)+2
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/clespells/verb/Healing
M.healinglevel+=1
usr << "\green<b>You learned Healing Level [M.healinglevel]!"
del src
else
usr << "<font color = teal>To use this Book of Healing, you need [(M.healinglevel*3)+2] intelligence."
telekinesis
name = "Book of Telekinesis"
icon_state = "gray"
sellvalue = 500
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.telekinesislevel*4)+4
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/clespells/verb/Telekinesis
M.telekinesislevel+=1
usr << "\green<b>You learned Telekinesis Level [M.telekinesislevel]!"
del src
else
usr << "<font color = teal>To use this Book of Telekinesis, you need [(M.telekinesislevel*4)+4] intelligence."
warp
name = "Book of Warp"
icon_state = "gray"
sellvalue = 1000
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.warplevel*5)+5
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/clespells/verb/Warp
M.warplevel+=1
usr << "\green<b>You learned Warp Level [M.warplevel]!"
del src
else
usr << "<font color = teal>To use this Book of Warp, you need [(M.warplevel*5)+5] intelligence."
ameliorate
name = "Book of Ameliorate"
icon_state = "heal"
sellvalue = 4000
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.amelioratelevel*12)+8
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/clespells/verb/Ameliorate
M.amelioratelevel+=1
usr << "\green<b>You learned Ameliorate Level [M.amelioratelevel]!"
del src
else
usr << "<font color = teal>To use this Book of Ameliorate, you need [(M.amelioratelevel*12)+8] intelligence."
flame
name = "Book of Flame"
icon_state = "red"
sellvalue = 1000
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.flamelevel*4)+8
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/Flame
M.flamelevel+=1
usr << "\green<b>You learned Flame Level [M.flamelevel]!"
del src
else
usr << "<font color = teal>To use this Book of Flame, you need [(M.flamelevel*4)+8] intelligence."
arcticwind
name = "Book of ArcticWind"
icon_state = "blue"
sellvalue = 1250
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.arcticwindlevel*4)+8
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/ArcticWind
M.arcticwindlevel+=1
usr << "\green<b>You learned ArcticWind Level [M.arcticwindlevel]!"
del src
else
usr << "<font color = teal>To use this Book of ArcticWind, you need [(M.arcticwindlevel*4)+8] intelligence."
chainlightning
name = "Book of ChainLightning"
icon_state = "yellow"
sellvalue = 1500
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.chainlightninglevel*4)+8
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/ChainLightning
M.chainlightninglevel+=1
usr << "\green<b>You learned ChainLightning Level [M.chainlightninglevel]!"
del src
else
usr << "<font color = teal>To use this Book of ChainLightning, you need [(M.chainlightninglevel*4)+8] intelligence."
osmosis
name = "Book of Osmosis"
icon_state = "heal"
sellvalue = 3000
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.osmosislevel*10)+10
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/Osmosis
M.osmosislevel+=1
usr << "\green<b>You learned Osmosis Level [M.osmosislevel]!"
del src
else
usr << "<font color = teal>To use this Book of Osmosis, you need [(M.osmosislevel*10)+10] intelligence."
feedback
name = "Book of FeedBack"
icon_state = "gray"
sellvalue = 3000
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.feedbacklevel*10)+10
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/FeedBack
M.feedbacklevel+=1
usr << "\green<b>You learned FeedBack Level [M.feedbacklevel]!"
del src
else
usr << "<font color = teal>To use this Book of FeedBack, you need [(M.feedbacklevel*10)+10] intelligence."
poison
name = "Book of Poison"
icon_state = "green"
sellvalue = 2500
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = round(5*sqrt(M.poisonlevel),1)
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/Poison
M.poisonlevel+=1
usr << "\green<b>You learned Poison Level [M.poisonlevel]!"
del src
else
usr << "<font color = teal>To use this Book of Poison, you need [round(5*sqrt(M.poisonlevel),1)] intelligence."
dark
name = "Book of Dark"
icon_state = "black"
sellvalue = 2500
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = (M.darklevel*2)+10
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/Dark
M.darklevel+=1
usr << "\green<b>You learned Dark Level [M.darklevel]!"
del src
else
usr << "<font color = teal>To use this Book of Dark, you need [(M.darklevel*2)+10] intelligence."
demi
name = "Book of Demi"
icon_state = "black"
sellvalue = 5500
verb/Use()
set category = null
set src in usr
var/mob/players/M = usr
intreq = round(25*sqrt(M.demilevel),1)
if (M.Intelligence >= intreq)
usr.verbs+=new/mob/players/wizspells/verb/Demi
M.demilevel+=1
usr << "\green<b>You learned Demi Level [M.demilevel]!"
del src
else
usr << "<font color = teal>To use this Book of Demi, you need [round(25*sqrt(M.demilevel),1)] intelligence."
items
//the items are also not so bad, the Get() has checks for cheesypoofs quest though
icon = 'items.dmi'
var
amount
description
verb/Description()
set category = null
set src in usr
usr << src.description
verb
Get()
set category = "Temporary"
set src in oview(0)
var/mob/players/M = usr
if(src.type==/obj/items/cheesypoofs)
var/C=0
var/obj/items/o
if(M.cheesyquest==0)
for(o as obj in M.contents)
if(o.type==/obj/items/cheesypoofs&&C==0)
C=1
else if(o.type==/obj/items/cheesypoofs)
M << "You don't need that"
if(C==0)
src.Move(usr)
else
M << "You don't need that"
else
src.Move(usr)
Drop()
set category = null
set src in usr
if(src.suffix == "Equipped")
usr << "<font color = teal>Un-equip [src] first!"
else
src.Move(usr.loc)
proc/usingheal(var/obj/items/J,amount)
var/mob/players/M
M = usr
if (amount > (M.MAXHP-M.HP))
amount = (M.MAXHP-M.HP)
M.HP += amount
usr << "You used a [J]; <b>[amount] HP restored"
Del(src)
proc/usingmana(var/obj/items/J,amount)
var/mob/players/M
M = usr
if (amount > (M.MAXMP-M.MP))
amount = (M.MAXMP-M.MP)
M.MP += amount
usr << "You used a [J]; <b>[amount] MP restored"
Del(src)
cheesypoofs
name = "CHEESY POOFS"
icon_state = "cheesypoofs"
description = "<b>CHEESY POOFS</b> I think Cartman wanted these..."
sellvalue = 0
antidote
name = "Antidote"
icon_state = "antidote"
sellvalue = 2500
description = "<b>Antidote</b> Cures poison"
verb/Use()
set category = null
set src in usr
var/mob/players/P = usr
P.poisonD=0
P.poisoned=0
P.poisonDMG=0
P.overlays = null
usr << "You used an Antidote; <b> Poison cured"
Del(src)
healingpot
name = "Potion of Healing"
icon_state = "healingpot"
sellvalue = 25
description = "<b>Potion of Healing</b> Restores up to 50 HP"
verb/Use()
set category = null
set src in usr
usingheal(src,50)
manapot
name = "Potion of Mana"
icon_state = "manapot"
sellvalue = 25
description = "<b>Potion of Mana</b> Restores up to 50 MP"
verb/Use()
set category = null
set src in usr
usingmana(src,50)
greaterhealingpot
name = "Greater Potion of Healing"
icon_state = "greaterhealingpot"
sellvalue = 125
description = "<b>Greater Potion of Healing</b> Restores up to 250 HP"
verb/Use()
set category = null
set src in usr
usingheal(src,250)
greatermanapot
name = "Greater Potion of Mana"
icon_state = "greatermanapot"
sellvalue = 125
description = "<b>Greater Potion of Mana</b> Restores up to 250 MP"
verb/Use()
set category = null
set src in usr
usingmana(src,250)
healingtonic
name = "Healing Tonic"
icon_state = "healingtonic"
sellvalue = 250
description = "<b>Healing Tonic</b> Restores up to 500 HP"
verb/Use()
set category = null
set src in usr
usingheal(src,500)
manatonic
name = "Mana Tonic"
icon_state = "manatonic"
sellvalue = 250
description = "<b>Mana Tonic</b> Restores up to 500 MP"
verb/Use()
set category = null
usingmana(src,500)
greaterhealingtonic
name = "Greater Healing Tonic"
icon_state = "greaterhealingtonic"
sellvalue = 1000
description = "<b>Greater Healing Tonic</b> Restores up to 2000 HP"
verb/Use()
set category = null
set src in usr
usingheal(src,2000)
greatermanatonic
name = "Greater Mana Tonic"
icon_state = "greatermanatonic"
sellvalue = 1000
description = "<b>Greater Mana Tonic</b> Restores up to 2000 MP"
verb/Use()
set category = null
set src in usr
usingmana(src,2000)
healingremedy
name = "Healing Remedy"
icon_state = "healingremedy"
sellvalue = 2500
description = "<b>Healing Remedy</b> Restores up to 5000 HP"
verb/Use()
set category = null
set src in usr
usingheal(src,5000)
manaremedy
name = "Mana Remedy"
icon_state = "manaremedy"
sellvalue = 2500
description = "<b>Mana Remedy</b> Restores up to 5000 MP"
verb/Use()
set category = null
usingmana(src,5000)
greaterhealingremedy
name = "Greater Healing Remedy"
icon_state = "greaterhealingremedy"
sellvalue = 5000
description = "<b>Greater Healing Remedy</b> Restores up to 10000 HP"
verb/Use()
set category = null
set src in usr
usingheal(src,10000)
greatermanaremedy
name = "Greater Mana Remedy"
icon_state = "greatermanaremedy"
sellvalue = 5000
description = "<b>Greater Mana Remedy</b> Restores up to 10000 MP"
verb/Use()
set category = null
set src in usr
usingmana(src,10000)
weapons
//yeah, this gets pretty wild
icon = 'weapons.dmi'
var
//these first vars are for the description of the item
adds = ""
adds2 = ""
of = ""
adj = ""
color = ""
add = 0
add2 = 0
description = ""
typi = ""
olditem = 0
//these vars are for actual variables on the items that affect gameplay
twohanded = 0
strreq = 0
wpnspd = 0
Adefense
Aevade
DamageMin = 0
DamageMax = 0
STRbonus = 0
INTbonus = 0
HPbonus = 0
MPbonus = 0
FIREres = 0
ICEres = 0
LITres = 0
POISres = 0
DARKres = 0
FIREBOLTbonus = 0
ICEBOLTbonus = 0
LIGHTNINGBOLTbonus = 0
HEALINGbonus = 0
POISONbonus = 0
DARKbonus = 0
FLAMEbonus = 0
ARCTICWINDbonus = 0
CHAINLIGHTNINGbonus = 0
OSMOSISbonus = 0
FEEDBACKbonus = 0
DEMIbonus = 0
wlvl
New() //this is the wacked out logic that controls creating random items, this is pretty cool, this function is fired for magic items
if(usr.contents!=null)
src.sellvalue*=2 // magic items sell for twice as much
//lots of switches and random number generations in order to pick based on weapon level (wlvl) and probabilities
var
A;B;C;
A = rand(1,3)
if(A==1||A==2)
C = rand(1,3)
if(C == 1)
color = "red"
if(C == 2)
color = "blue"
if(C == 3)
color = "yellow"
icon_state = "[color][icon_state]"
if(color=="red")
var/D = rand(1,2)
switch(D)
if(1)
switch(wlvl)
if(1)
add = rand(1,5)
src.of = " of Strength"
if(2)
add = rand(6,10)
src.of = " of Might"
if(3)
add = rand(11,15)
src.of = " of Power"
if(4)
add = rand(16,20)
src.of = " of Vitality"
if(5)
add = rand(21,25)
src.of = " of Vigor"
src.adds = ", +[add] Strength"
src.STRbonus = add
if(2)
switch(wlvl)
if(1)
add = rand(1,4)
src.of = " of Firebolt"
src.adds = ", +[add] Firebolt"
src.FIREBOLTbonus = add
if(2)
add = rand(5,8)
src.of = " of Firebolt"
src.adds = ", +[add] Firebolt"
src.FIREBOLTbonus = add
if(3)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(9,16)
src.of = " of Firebolt"
src.adds = ", +[add] Firebolt"
src.FIREBOLTbonus = add
if(2)
add = rand(5,8)
src.of = " of Flame"
src.adds = ", +[add] Flame"
src.FLAMEbonus = add
if(4)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(17,32)
src.of = " of Firebolt"
src.adds = ", +[add] Firebolt"
src.FIREBOLTbonus = add
if(2)
add = rand(9,16)
src.of = " of Flame"
src.adds = ", +[add] Flame"
src.FLAMEbonus = add
if(5)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(33,64)
src.of = " of Firebolt"
src.adds = ", +[add] Firebolt"
src.FIREBOLTbonus = add
if(2)
add = rand(17,32)
src.of = " of Flame"
src.adds = ", +[add] Flame"
src.FLAMEbonus = add
else if(color=="blue")
var/D = rand(1,2)
switch(D)
if(1)
switch(wlvl)
if(1)
add = rand(1,5)
src.of = " of Intelligence"
if(2)
add = rand(6,10)
src.of = " of Knowledge"
if(3)
add = rand(11,15)
src.of = " of Learning"
if(4)
add = rand(16,20)
src.of = " of Comprehension"
if(5)
add = rand(21,25)
src.of = " of Understanding"
src.adds = ", +[add] Intelligence"
src.INTbonus = add
if(2)
switch(wlvl)
if(1)
add = rand(1,4)
src.of = " of Icebolt"
src.adds = ", +[add] Icebolt"
src.ICEBOLTbonus = add
if(2)
add = rand(5,8)
src.of = " of Icebolt"
src.adds = ", +[add] Icebolt"
src.ICEBOLTbonus = add
if(3)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(9,16)
src.of = " of Icebolt"
src.adds = ", +[add] Icebolt"
src.ICEBOLTbonus = add
if(2)
add = rand(5,8)
src.of = " of ArcticWind"
src.adds = ", +[add] ArcticWind"
src.ARCTICWINDbonus = add
if(4)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(17,32)
src.of = " of Icebolt"
src.adds = ", +[add] Icebolt"
src.ICEBOLTbonus = add
if(2)
add = rand(9,16)
src.of = " of ArcticWind"
src.adds = ", +[add] ArcticWind"
src.ARCTICWINDbonus = add
if(5)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(33,64)
src.of = " of Icebolt"
src.adds = ", +[add] Icebolt"
src.ICEBOLTbonus = add
if(2)
add = rand(17,32)
src.of = " of ArcticWind"
src.adds = ", +[add] ArcticWind"
src.ARCTICWINDbonus = add
else if(color=="yellow")
var/D = rand(1,2)
switch(D)
if(1)
switch(wlvl)
if(1)
add = rand(1,4)
src.of = " of Light"
if(2)
add = rand(5,8)
src.of = " of Dawn"
if(3)
add = rand(9,12)
src.of = " of Day"
if(4)
add = rand(16,20)
src.of = " of Twilight"
if(5)
add = rand(21,25)
src.of = " of the Stars"
src.adds = ", +[add] Intelligence, +[add] Strength"
src.STRbonus = add
src.INTbonus = add
if(2)
switch(wlvl)
if(1)
add = rand(1,4)
src.of = " of LightningBolt"
src.adds = ", +[add] LightningBolt"
src.LIGHTNINGBOLTbonus = add
if(2)
add = rand(5,8)
src.of = " of LightningBolt"
src.adds = ", +[add] LightningBolt"
src.LIGHTNINGBOLTbonus = add
if(3)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(9,16)
src.of = " of LightningBolt"
src.adds = ", +[add] LightningBolt"
src.LIGHTNINGBOLTbonus = add
if(2)
add = rand(5,8)
src.of = " of ChainLightning"
src.adds = ", +[add] ChainLightning"
src.CHAINLIGHTNINGbonus = add
if(4)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(17,32)
src.of = " of LightningBolt"
src.adds = ", +[add] LightningBolt"
src.LIGHTNINGBOLTbonus = add
if(2)
add = rand(9,16)
src.of = " of ChainLightning"
src.adds = ", +[add] ChainLightning"
src.CHAINLIGHTNINGbonus = add
if(5)
var/F = rand(1,2)
switch(F)
if(1)
add = rand(33,64)
src.of = " of LightningBolt"
src.adds = ", +[add] LightningBolt"
src.LIGHTNINGBOLTbonus = add
if(2)
add = rand(17,32)
src.of = " of ChainLightning"
src.adds = ", +[add] ChainLightning"
src.CHAINLIGHTNINGbonus = add
if(A==2||A==3)
var/D = rand(1,2)
switch(D)
if(1)
B = rand(1,6)
switch(B)
if(1)
switch(wlvl)
if(1)
add2 = rand(1,4)
adj = "Red "
if(2)
add2 = rand(5,8)
adj = "Red "
if(3)
add2 = rand(9,12)
adj = "Ruby "
if(4)
add2 = rand(13,16)
adj = "Ruby "
if(5)
add2 = rand(17,20)
adj = "Rose "
src.adds2 = ", +[add2] Fire Resistance"
src.FIREres = add2
if(2)
switch(wlvl)
if(1)
add2 = rand(1,4)
adj = "Blue "
if(2)
add2 = rand(5,8)
adj = "Blue "
if(3)
add2 = rand(9,12)
adj = "Sapphire "
if(4)
add2 = rand(13,16)
adj = "Sapphire "
if(5)
add2 = rand(17,20)
adj = "Indigo "
src.adds2 = ", +[add2] Ice Resistance"
src.ICEres = add2
if(3)
switch(wlvl)
if(1)
add2 = rand(1,4)
adj = "Yellow "
if(2)
add2 = rand(5,8)
adj = "Yellow "
if(3)
add2 = rand(9,12)
adj = "Amber "
if(4)
add2 = rand(13,16)
adj = "Amber "
if(5)
add2 = rand(17,20)
adj = "Lemon "
src.adds2 = ", +[add2] Lightning Resistance"
src.LITres = add2
if(4)
switch(wlvl)
if(1)
add2 = rand(1,4)
adj = "Green "
if(2)
add2 = rand(5,8)
adj = "Green "
if(3)
add2 = rand(9,12)
adj = "Emerald "
if(4)
add2 = rand(13,16)
adj = "Emerald "
if(5)
add2 = rand(17,20)
adj = "Lime "
src.adds2 = ", +[add2] Poison Resistance"
src.POISres = add2
if(5)
switch(wlvl)
if(1)
add2 = rand(1,4)
adj = "Black "
if(2)
add2 = rand(5,8)
adj = "Black "
if(3)
add2 = rand(9,12)
adj = "Ebony "
if(4)
add2 = rand(13,16)
adj = "Ebony "
if(5)
add2 = rand(17,20)
adj = "Coal "
src.adds2 = ", +[add2] Dark Resistance"
src.DARKres = add2
if(6)
switch(wlvl)
if(1)
add2 = rand(1,4)
adj = "Sparkling "
if(2)
add2 = rand(5,8)
adj = "Sparkling "
if(3)
add2 = rand(9,12)
adj = "Twinkling "
if(4)
add2 = rand(13,16)
adj = "Twinkling "
if(5)
add2 = rand(17,20)
adj = "Shimmering "
src.adds2 = ", +[add2] All Resistances"
src.FIREres = add2
src.ICEres = add2
src.LITres = add2
src.POISres = add2
src.DARKres = add2
if(2)
var/E = rand(1,2)
switch(E)
if(1)
switch(wlvl)
if(1)
add2 = rand(1,30)
adj = "Fox's "
if(2)
add2 = rand(31,80)
adj = "Wolf's "
if(3)
add2 = rand(81,150)
adj = "Tiger's "
if(4)
add2 = rand(151,300)
adj = "Bear's "
if(5)
add2 = rand(301,800)
adj = "Mammoth's "
src.adds2 = ", +[add2] HP"
src.HPbonus = add2
if(2)
switch(wlvl)
if(1)
add2 = rand(1,30)
adj = "Snake's "
if(2)
add2 = rand(31,80)
adj = "Serpent's "
if(3)
add2 = rand(81,150)
adj = "Drake's "
if(4)
add2 = rand(151,300)
adj = "Dragon's "
if(5)
add2 = rand(301,800)
adj = "Wyrm's "
src.adds2 = ", +[add2] MP"
src.MPbonus = add2
src.adj = "[adj]"
src.name = "[adj][name][src.of]"
if (typi=="weapon"&&twohanded==0)
src.description = "<font color = navy><b>[src.name]:</b> [src.DamageMin]-[src.DamageMax] Damage[adds][adds2], [src.strreq] strength required, SellValue: [src.sellvalue]"
else if (typi=="weapon"&&twohanded==1)
src.description = "<font color = navy><b>[src.name]:</b> [src.DamageMin]-[src.DamageMax] Damage, two-handed[adds][adds2], [src.strreq] strength required, SellValue: [src.sellvalue]"
else if (typi=="armor" || typi=="shield")
src.description = "<font color = navy><b>[src.name]:</b> [Adefense] Defense, [Aevade]% Evade[adds][adds2], [src.strreq] strength required, SellValue: [src.sellvalue]"
//world << "[src.STRbonus] STR [src.INTbonus] INT [src.FIREres] FIRE [src.ICEres] ICE [src.LITres] LIT [src.POISres] POIS [src.DARKres] DARK"
//verbs to get items, description, equipping, etc on right click
//the way i handled the equipping and changing of variables is a little wacked out, i don't like it much, but here it is
verb/Description()
set category = null
set src in usr
usr << src.description
verb/Get()
set category = "Temporary"
set src in oview(0)
src.Move(usr)
verb/Equip()
set category = null
set src in usr
if(src.suffix=="Equipped")
usr << "<font color = teal>That's already equipped!"
else
if ((typi=="weapon")&&(twohanded==0))
if (usr.tempstr>=src.strreq)
if(usr.Wequipped==0)
src.suffix+="Equipped"
usr.Wequipped = 1
usr.tempdamagemin += src.DamageMin
usr.tempdamagemax += src.DamageMax
var/mob/players/M = usr
M.attackspeed -= src.wpnspd
M.Strength += src.STRbonus
M.Intelligence += src.INTbonus
M.HP += src.HPbonus
M.MP += src.MPbonus
M.MAXHP += src.HPbonus
M.MAXMP += src.MPbonus
M.Fireres += src.FIREres
M.Iceres += src.ICEres
M.Litres += src.LITres
M.Poisres += src.POISres
M.Darkres += src.DARKres
M.fireboltlevel += src.FIREBOLTbonus
M.iceboltlevel += src.ICEBOLTbonus
M.lightningboltlevel += src.LIGHTNINGBOLTbonus
M.healinglevel += src.HEALINGbonus
M.poisonlevel += src.POISONbonus
M.darklevel += src.DARKbonus
M.flamelevel += src.FLAMEbonus
M.arcticwindlevel += src.ARCTICWINDbonus
M.chainlightninglevel += src.CHAINLIGHTNINGbonus
M.osmosislevel += src.OSMOSISbonus
M.feedbacklevel += src.FEEDBACKbonus
M.demilevel += src.DEMIbonus
else
usr << "<font color = teal>You already have a weapon equipped!"
else
usr << "<font color = teal>You do not meet the strength requirement!"
if ((typi=="weapon")&&(twohanded==1))
if (usr.tempstr>=src.strreq)
if(usr.Wequipped==0 && usr.Sequipped==0)
src.suffix+="Equipped"
usr.Wequipped = 1
usr.Sequipped = 1
usr.tempdamagemin += src.DamageMin
usr.tempdamagemax += src.DamageMax
var/mob/players/M = usr
M.attackspeed -= src.wpnspd
M.Strength += src.STRbonus
M.Intelligence += src.INTbonus
M.HP += src.HPbonus
M.MP += src.MPbonus
M.MAXHP += src.HPbonus
M.MAXMP += src.MPbonus
M.Fireres += src.FIREres
M.Iceres += src.ICEres
M.Litres += src.LITres
M.Poisres += src.POISres
M.Darkres += src.DARKres
M.fireboltlevel += src.FIREBOLTbonus
M.iceboltlevel += src.ICEBOLTbonus
M.lightningboltlevel += src.LIGHTNINGBOLTbonus
M.healinglevel += src.HEALINGbonus
M.poisonlevel += src.POISONbonus
M.darklevel += src.DARKbonus
M.flamelevel += src.FLAMEbonus
M.arcticwindlevel += src.ARCTICWINDbonus
M.chainlightninglevel += src.CHAINLIGHTNINGbonus
M.osmosislevel += src.OSMOSISbonus
M.feedbacklevel += src.FEEDBACKbonus
M.demilevel += src.DEMIbonus
else
usr << "<font color = teal>You must have both hands free to equip this!"
else
usr << "<font color = teal>You do not meet the strength requirement!"
if (typi=="armor")
if (usr.tempstr>=src.strreq)
if(usr.Aequipped==0)
src.suffix+="Equipped"
usr.Aequipped = 1
usr.tempdefense += src.Adefense
usr.tempevade += src.Aevade
var/mob/players/M = usr
M.Strength += src.STRbonus
M.Intelligence += src.INTbonus
M.HP += src.HPbonus
M.MP += src.MPbonus
M.MAXHP += src.HPbonus
M.MAXMP += src.MPbonus
M.Fireres += src.FIREres
M.Iceres += src.ICEres
M.Litres += src.LITres
M.Poisres += src.POISres
M.Darkres += src.DARKres
M.fireboltlevel += src.FIREBOLTbonus
M.iceboltlevel += src.ICEBOLTbonus
M.lightningboltlevel += src.LIGHTNINGBOLTbonus
M.healinglevel += src.HEALINGbonus
M.poisonlevel += src.POISONbonus
M.darklevel += src.DARKbonus
M.flamelevel += src.FLAMEbonus
M.arcticwindlevel += src.ARCTICWINDbonus
M.chainlightninglevel += src.CHAINLIGHTNINGbonus
M.osmosislevel += src.OSMOSISbonus
M.feedbacklevel += src.FEEDBACKbonus
M.demilevel += src.DEMIbonus
else
usr << "<font color = teal>You already have an armor equipped!"
else
usr << "<font color = teal>You do not meet the strength requirement!"
if (typi=="shield")
if (usr.tempstr>=src.strreq)
if(usr.Sequipped==0)
src.suffix+="Equipped"
usr.Sequipped = 1
usr.tempdefense += src.Adefense
usr.tempevade += src.Aevade
var/mob/players/M = usr
M.Strength += src.STRbonus
M.Intelligence += src.INTbonus
M.HP += src.HPbonus
M.MP += src.MPbonus
M.MAXHP += src.HPbonus
M.MAXMP += src.MPbonus
M.Fireres += src.FIREres
M.Iceres += src.ICEres
M.Litres += src.LITres
M.Poisres += src.POISres
M.Darkres += src.DARKres
M.fireboltlevel += src.FIREBOLTbonus
M.iceboltlevel += src.ICEBOLTbonus
M.lightningboltlevel += src.LIGHTNINGBOLTbonus
M.healinglevel += src.HEALINGbonus
M.poisonlevel += src.POISONbonus
M.darklevel += src.DARKbonus
M.flamelevel += src.FLAMEbonus
M.arcticwindlevel += src.ARCTICWINDbonus
M.chainlightninglevel += src.CHAINLIGHTNINGbonus
M.osmosislevel += src.OSMOSISbonus
M.feedbacklevel += src.FEEDBACKbonus
M.demilevel += src.DEMIbonus
else
usr << "<font color = teal>That hand is in use. You must unequip first!"
else
usr << "<font color = teal>You do not meet the strength requirement!"
verb/Unequip()
set category = null
set src in usr
if(src.suffix!="Equipped")
usr << "<font color = teal>That's not equipped!"
else
if (typi=="weapon" && twohanded==0)
if(usr.Wequipped==0)
usr << "<font color = teal>You don't have anything equipped!"
else
//src.verbs-=/obj/weapons/proc/Unequip
//src.verbs+=/obj/weapons/verb/Equip
src.suffix = ""
usr.Wequipped = 0
usr.tempdamagemin -= src.DamageMin
usr.tempdamagemax -= src.DamageMax
var/mob/players/M = usr
if(M.char_class=="Warrior")
M.attackspeed = 5
else if(M.char_class=="Monk")
M.attackspeed = 6
else if(M.char_class=="Mage")
M.attackspeed = 7
else if(M.char_class=="Wizard")
M.attackspeed = 8
else
M.attackspeed = 5
M.Strength -= src.STRbonus
M.Intelligence -= src.INTbonus
M.HP -= src.HPbonus
M.MP -= src.MPbonus
M.MAXHP -= src.HPbonus
M.MAXMP -= src.MPbonus
M.Fireres -= src.FIREres
M.Iceres -= src.ICEres
M.Litres -= src.LITres
M.Poisres -= src.POISres
M.Darkres -= src.DARKres
M.fireboltlevel -= src.FIREBOLTbonus
M.iceboltlevel -= src.ICEBOLTbonus
M.lightningboltlevel -= src.LIGHTNINGBOLTbonus
M.healinglevel -= src.HEALINGbonus
M.poisonlevel -= src.POISONbonus
M.darklevel -= src.DARKbonus
M.flamelevel -= src.FLAMEbonus
M.arcticwindlevel -= src.ARCTICWINDbonus
M.chainlightninglevel -= src.CHAINLIGHTNINGbonus
M.osmosislevel -= src.OSMOSISbonus
M.feedbacklevel -= src.FEEDBACKbonus
M.demilevel -= src.DEMIbonus
if (typi=="weapon" && twohanded==1)
if(usr.Wequipped==0)
usr << "<font color = teal>You don't have anything equipped!"
else
src.suffix = ""
usr.Wequipped = 0
usr.Sequipped = 0
usr.tempdamagemin -= src.DamageMin
usr.tempdamagemax -= src.DamageMax
var/mob/players/M = usr
if(M.char_class=="Warrior")
M.attackspeed = 5
else if(M.char_class=="Monk")
M.attackspeed = 6
else if(M.char_class=="Mage")
M.attackspeed = 7
else if(M.char_class=="Wizard")
M.attackspeed = 8
else
M.attackspeed = 5
M.Strength -= src.STRbonus
M.Intelligence -= src.INTbonus
M.HP -= src.HPbonus
M.MP -= src.MPbonus
M.MAXHP -= src.HPbonus
M.MAXMP -= src.MPbonus
M.Fireres -= src.FIREres
M.Iceres -= src.ICEres
M.Litres -= src.LITres
M.Poisres -= src.POISres
M.Darkres -= src.DARKres
M.fireboltlevel -= src.FIREBOLTbonus
M.iceboltlevel -= src.ICEBOLTbonus
M.lightningboltlevel -= src.LIGHTNINGBOLTbonus
M.healinglevel -= src.HEALINGbonus
M.poisonlevel -= src.POISONbonus
M.darklevel -= src.DARKbonus
M.flamelevel -= src.FLAMEbonus
M.arcticwindlevel -= src.ARCTICWINDbonus
M.chainlightninglevel -= src.CHAINLIGHTNINGbonus
M.osmosislevel -= src.OSMOSISbonus
M.feedbacklevel -= src.FEEDBACKbonus
M.demilevel -= src.DEMIbonus
if (typi=="armor")
if(usr.Aequipped==0)
usr << "<font color = teal>You don't have anything equipped!"
else
src.suffix = ""
usr.Aequipped = 0
usr.tempdefense -= src.Adefense
usr.tempevade -= src.Aevade
var/mob/players/M = usr
M.Strength -= src.STRbonus
M.Intelligence -= src.INTbonus
M.HP -= src.HPbonus
M.MP -= src.MPbonus
M.MAXHP -= src.HPbonus
M.MAXMP -= src.MPbonus
M.Fireres -= src.FIREres
M.Iceres -= src.ICEres
M.Litres -= src.LITres
M.Poisres -= src.POISres
M.Darkres -= src.DARKres
M.fireboltlevel -= src.FIREBOLTbonus
M.iceboltlevel -= src.ICEBOLTbonus
M.lightningboltlevel -= src.LIGHTNINGBOLTbonus
M.healinglevel -= src.HEALINGbonus
M.poisonlevel -= src.POISONbonus
M.darklevel -= src.DARKbonus
M.flamelevel -= src.FLAMEbonus
M.arcticwindlevel -= src.ARCTICWINDbonus
M.chainlightninglevel -= src.CHAINLIGHTNINGbonus
M.osmosislevel -= src.OSMOSISbonus
M.feedbacklevel -= src.FEEDBACKbonus
M.demilevel -= src.DEMIbonus
if (typi=="shield")
if(usr.Sequipped==0)
usr << "<font color = teal>You don't have anything equipped!"
else
src.suffix = ""
usr.Sequipped = 0
usr.tempdefense -= src.Adefense
usr.tempevade -= src.Aevade
var/mob/players/M = usr
M.Strength -= src.STRbonus
M.Intelligence -= src.INTbonus
M.HP -= src.HPbonus
M.MP -= src.MPbonus
M.MAXHP -= src.HPbonus
M.MAXMP -= src.MPbonus
M.Fireres -= src.FIREres
M.Iceres -= src.ICEres
M.Litres -= src.LITres
M.Poisres -= src.POISres
M.Darkres -= src.DARKres
M.fireboltlevel -= src.FIREBOLTbonus
M.iceboltlevel -= src.ICEBOLTbonus
M.lightningboltlevel -= src.LIGHTNINGBOLTbonus
M.healinglevel -= src.HEALINGbonus
M.poisonlevel -= src.POISONbonus
M.darklevel -= src.DARKbonus
M.flamelevel -= src.FLAMEbonus
M.arcticwindlevel -= src.ARCTICWINDbonus
M.chainlightninglevel -= src.CHAINLIGHTNINGbonus
M.osmosislevel -= src.OSMOSISbonus
M.feedbacklevel -= src.FEEDBACKbonus
M.demilevel -= src.DEMIbonus
verb
Drop()
set category = null
set src in usr
if(src.suffix == "Equipped")
usr << "<font color = teal>Un-equip [src] first!"
else
src.Move(usr.loc)
//here are all the items
//the magic items do not have New() commands so that they will fire my New() proc instead of the default
//each unique's New() command is overwritten locally to give each of them its special abilities
knife
name = "Knife"
description = "<b>Knife:</b> 1-4 Damage, 1 strength required, SellValue: 1"
icon_state = "knife"
sellvalue = 1
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 0
strreq = 1
DamageMin = 1
DamageMax = 4
New()
uniqueknife
name = "Aurora"
description = "<font color = maroon><b>Aurora (Knife):</b> 2-8 Damage, +6 Str, +5 Int, 1 strength required"
icon_state = "Aurora"
sellvalue = 40
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 0
strreq = 1
DamageMin = 2
DamageMax = 8
STRbonus = 6
INTbonus = 5
New()
if(usr.contents!=null)
HEALINGbonus = rand(1,3)
var/addd = ", +[HEALINGbonus] Healing"
description = "<font color = maroon><b>Aurora (Knife):</b> 2-8 Damage, +6 Str, +5 Int[addd], 1 strength required"
magicknife
name = "Knife"
description = ""
icon_state = "knife"
sellvalue = 1
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 0
strreq = 1
DamageMin = 1
DamageMax = 4
shortsword
name = "Short Sword"
description = "<b>Short Sword:</b> 3-6 damage, 5 strength required, SellValue: 25"
icon_state = "shortsword"
sellvalue = 25
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 5
DamageMin = 3
DamageMax = 6
New()
uniqueshortsword
name = "Plague"
description = "<font color = maroon><b>Plague (Short Sword):</b> 6-12 Damage, +9 Str, +2 Int, 5 strength required"
icon_state = "Plague"
sellvalue = 100
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 5
DamageMin = 6
DamageMax = 12
STRbonus = 9
INTbonus = 2
New()
if(usr.contents!=null)
MPbonus = rand(15,35)
var/addd = ", +[MPbonus] MP"
description = "<font color = maroon><b>Plague (Short Sword):</b> 6-12 Damage, +9 Str, +2 Int[addd], 5 strength required"
magicshortsword
name = "Short Sword"
description = ""
icon_state = "shortsword"
sellvalue = 25
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 5
DamageMin = 3
DamageMax = 6
smallaxe
name = "Small Axe"
description = "<b>Small Axe:</b> 6-11 Damage, 10 strength required, SellValue: 50"
icon_state = "smallaxe"
sellvalue = 50
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 0
strreq = 10
DamageMin = 6
DamageMax = 11
New()
uniquesmallaxe
name = "Flare"
description = "<font color = maroon><b>Flare (Small Axe):</b> 12-22 Damage, +11 Strength, 10 strength required"
icon_state = "Flare"
sellvalue = 200
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 0
strreq = 10
DamageMin = 12
DamageMax = 22
STRbonus = 11
INTbonus = 0
New()
if(usr.contents!=null)
HPbonus = rand(5,20)
var/addd1 = ", +[HPbonus] HP"
FIREBOLTbonus = rand(1,2)
var/addd2 = ", +[FIREBOLTbonus] Firebolt"
description = "<font color = maroon><b>Flare (Small Axe):</b> 12-22 Damage, +11 Strength[addd1][addd2], 10 strength required"
magicsmallaxe
name = "Small Axe"
description = ""
icon_state = "smallaxe"
sellvalue = 50
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 0
strreq = 10
DamageMin = 6
DamageMax = 11
shortstaff
name = "Short Staff"
description = "<b>Short Staff:</b> 2-8 Damage, two-handed, 5 strength required, SellValue: 15"
icon_state = "shortstaff"
sellvalue = 15
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 1
strreq = 5
DamageMin = 2
DamageMax = 8
New()
uniqueshortstaff
name = "Spark"
description = "<font color = maroon><b>Spark (Short Staff):</b> 4-16 Damage, two-handed, +11 Intelligence, 5 strength required"
icon_state = "Spark"
sellvalue = 60
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 1
strreq = 5
DamageMin = 4
DamageMax = 16
STRbonus = 0
INTbonus = 11
New()
if(usr.contents!=null)
MPbonus = rand(5,20)
var/addd1 = ", +[MPbonus] MP"
LIGHTNINGBOLTbonus = rand(1,6)
var/addd2 = ", +[LIGHTNINGBOLTbonus] Lightningbolt"
description = "<font color = maroon><b>Spark (Short Staff):</b> 4-16 Damage, two-handed, +11 Intelligence[addd1][addd2], 5 strength required"
magicshortstaff
name = "Short Staff"
description = ""
icon_state = "shortstaff"
sellvalue = 15
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 1
strreq = 5
DamageMin = 2
DamageMax = 8
woodwand
name = "Wooden Wand"
description = "<b>Wooden Wand:</b> 4-5 Damage, 5 strength required, SellValue: 25"
icon_state = "woodwand"
sellvalue = 25
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 5
DamageMin = 4
DamageMax = 5
New()
uniquewoodwand
name = "Lilac"
description = "<font color = maroon><b>Lilac (Wooden Wand):</b> 8-10 Damage, +4 Str, +7 Int, 5 strength required"
icon_state = "Lilac"
sellvalue = 100
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 5
DamageMin = 8
DamageMax = 10
STRbonus = 4
INTbonus = 7
New()
if(usr.contents!=null)
FIREres = rand(7,9)
var/addd1 = ", +[FIREres] Fire Resistance"
ICEres = rand(10,12)
var/addd2 = ", +[ICEres] Ice Resistance"
MPbonus = rand(3,8)
var/addd3 = ", +[MPbonus] MP"
description = "<font color = maroon><b>Lilac (Wooden Wand):</b> 8-10 Damage, +4 Str, +7 Int[addd3][addd1][addd2], 5 strength required"
magicwoodwand
name = "Wooden Wand"
description = ""
icon_state = "woodwand"
sellvalue = 25
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 5
DamageMin = 4
DamageMax = 5
longstaff
name = "Long Staff"
description = "<b>Long Staff:</b> 5-11 Damage, two-handed, 8 strength required, SellValue: 30"
icon_state = "longstaff"
sellvalue = 30
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 1
strreq = 8
DamageMin = 5
DamageMax = 11
New()
uniquelongstaff
name = "Frost"
description = "<font color = maroon><b>Frost (Long Staff):</b> 10-22 Damage, two-handed, +2 Str, +9 Int, 8 strength required"
icon_state = "Frost"
sellvalue = 120
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 1
strreq = 8
DamageMin = 10
DamageMax = 22
STRbonus = 2
INTbonus = 9
New()
if(usr.contents!=null)
MPbonus = rand(5,20)
var/addd1 = ", +[MPbonus] MP"
ICEBOLTbonus = rand(1,6)
var/addd2 = ", +[ICEBOLTbonus] Icebolt"
ICEres = rand(1,10)
var/addd3 = ", +[ICEres] Ice Resistance"
description = "<font color = maroon><b>Frost (Long Staff):</b> 10-22 Damage, two-handed, +2 Str, +9 Int[addd1][addd2][addd3], 8 strength required"
magiclongstaff
name = "Long Staff"
description = ""
icon_state = "longstaff"
sellvalue = 30
typi = "weapon"
wpnspd = 0
wlvl = 1
twohanded = 1
strreq = 8
DamageMin = 5
DamageMax = 11
blade
name = "Blade"
description = "<b>Blade:</b> 10-13 damage, 14 strength required, SellValue: 100"
icon_state = "blade"
sellvalue = 100
typi = "weapon"
wpnspd = 2
wlvl = 1
twohanded = 0
strreq = 14
DamageMin = 10
DamageMax = 13
New()
uniqueblade
name = "Prismatic"
description = "<font color = maroon><b>Prismatic (Blade):</b> 20-26 Damage,+5 Str, +6 Int, 14 strength required"
icon_state = "Prismatic"
sellvalue = 400
typi = "weapon"
wpnspd = 2
wlvl = 1
twohanded = 0
strreq = 14
DamageMin = 20
DamageMax = 26
STRbonus = 5
INTbonus = 6
New()
if(usr.contents!=null)
var/blah = rand(10,30)
FIREres = blah
ICEres = blah
LITres = blah
POISres = blah
DARKres = blah
var/addd1 = ", +[blah] All Resistances"
description = "<font color = maroon><b>Prismatic (Blade):</b> 20-26 Damage,+5 Str, +6 Int[addd1], 14 strength required"
magicblade
name = "Blade"
description = ""
icon_state = "blade"
sellvalue = 100
typi = "weapon"
wpnspd = 2
wlvl = 1
twohanded = 0
strreq = 14
DamageMin = 10
DamageMax = 13
longsword
name = "Long Sword"
description = "<b>Long Sword:</b> 14-17 damage, 24 strength required, SellValue: 140"
icon_state = "longsword"
sellvalue = 140
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 24
DamageMin = 14
DamageMax = 17
New()
magiclongsword
name = "Long Sword"
description = ""
icon_state = "longsword"
sellvalue = 140
typi = "weapon"
wpnspd = 1
wlvl = 1
twohanded = 0
strreq = 24
DamageMin = 14
DamageMax = 17
broadblade
name = "Broad Blade"
description = "<b>Broad Blade:</b> 19-22 damage, 30 strength required, SellValue: 300"
icon_state = "broadblade"
sellvalue = 300
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 0
strreq = 30
DamageMin = 19
DamageMax = 22
New()
uniquebroadblade
name = "Pestilence"
description = "<font color = maroon><b>Pestilence (Broad Blade):</b> 30-32 Damage, +20 Intelligence, 30 strength required"
icon_state = "Pestilence"
sellvalue = 1200
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 0
strreq = 30
DamageMin = 38
DamageMax = 44
STRbonus = 0
INTbonus = 20
New()
if(usr.contents!=null)
MPbonus = rand(50,100)
var/addd1 = ", +[MPbonus] MP"
POISONbonus = rand(1,2)
var/addd2 = ", +[POISONbonus] Poison"
description = "<font color = maroon><b>Pestilence (Broad Blade):</b> 30-32 Damage, +20 Intelligence[addd1][addd2], 30 strength required"
magicbroadblade
name = "Broad Blade"
description = ""
icon_state = "broadblade"
sellvalue = 300
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 0
strreq = 30
DamageMin = 19
DamageMax = 22
broadsword
name = "Broad Sword"
description = "<b>Broad Sword:</b> 26-29 damage, two-handed, 42 strength required, SellValue: 490"
icon_state = "broadsword"
sellvalue = 490
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 1
strreq = 42
DamageMin = 26
DamageMax = 29
New()
uniquebroadsword
name = "Mithra's Edge"
description = "<font color = maroon><b>Mithra's Edge (Broad Sword):</b> 52-58 Damage, two-handed, +17 Str, +3 Int, 42 strength required"
icon_state = "Mithra's Edge"
sellvalue = 1960
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 1
strreq = 42
DamageMin = 52
DamageMax = 58
STRbonus = 17
INTbonus = 3
New()
if(usr.contents!=null)
FIREres = rand(5,20)
var/ad1 = ", +[FIREres] Fire Resistance"
ICEres = rand(5,20)
var/ad2 = ", +[ICEres] Ice Resistance"
LITres = rand(5,20)
var/ad3 = ", +[LITres] Lightning Resistance"
POISres = rand(5,20)
var/ad4 = ", +[POISres] Poison Resistance"
DARKres = rand(5,20)
var/ad5 = ", +[DARKres] Dark Resistance"
description = "<font color = maroon><b>Mithra's Edge (Broad Sword):</b> 52-58 Damage, two-handed, +17 Str, +3 Int[ad1][ad2][ad3][ad4][ad5], 42 strength required"
magicbroadsword
name = "Broad Sword"
description = ""
icon_state = "broadsword"
sellvalue = 490
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 1
strreq = 42
DamageMin = 26
DamageMax = 29
largeaxe
name = "Large Axe"
description = "<b>Large Axe:</b> 20-25 damage, 38 strength required, SellValue: 363"
icon_state = "largeaxe"
sellvalue = 363
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 0
strreq = 38
DamageMin = 20
DamageMax = 25
New()
uniquelargeaxe
name = "Amethyst"
description = "<font color = maroon><b>Amethyst (Large Axe):</b> 40-50 Damage, +12 Str, +8 Int, 38 strength required"
icon_state = "Amethyst"
sellvalue = 1450
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 0
strreq = 38
DamageMin = 40
DamageMax = 50
STRbonus = 12
INTbonus = 8
New()
if(usr.contents!=null)
HPbonus = rand(30,90)
var/ad1 = ", +[HPbonus] HP"
MPbonus = rand(30,90)
var/ad2 = ", +[MPbonus] MP"
description = "<font color = maroon><b>Amethyst (Large Axe):</b> 40-50 Damage, +12 Str, +8 Int[ad1][ad2], 38 strength required"
magiclargeaxe
name = "Large Axe"
description = ""
icon_state = "largeaxe"
sellvalue = 363
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 0
strreq = 38
DamageMin = 20
DamageMax = 25
battleaxe
name = "Battle Axe"
description = "<b>Battle Axe:</b> 34-39 damage, two-handed, 55 strength required, SellValue: 925"
icon_state = "battleaxe"
sellvalue = 925
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 1
strreq = 55
DamageMin = 34
DamageMax = 39
New()
uniquebattleaxe
name = "Soar"
description = "<font color = maroon><b>Soar (Battle Axe):</b> 68-78 Damage, two-handed, +20 Strength, 55 strength required"
icon_state = "Soar"
sellvalue = 3700
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 1
strreq = 55
DamageMin = 68
DamageMax = 78
STRbonus = 20
INTbonus = 0
New()
if(usr.contents!=null)
HPbonus = rand(1,500)
var/ad1 = ", +[HPbonus] HP"
description = "<font color = maroon><b>Soar (Battle Axe):</b> 68-78 Damage, two-handed, +20 Strength[ad1], 55 strength required"
magicbattleaxe
name = "Battle Axe"
description = ""
icon_state = "battleaxe"
sellvalue = 925
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 1
strreq = 55
DamageMin = 34
DamageMax = 39
wand
name = "Wand"
description = "<b>Wand:</b> 15-16 damage, 20 strength required, SellValue: 215"
icon_state = "wand"
sellvalue = 215
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 0
strreq = 20
DamageMin = 15
DamageMax = 16
New()
uniquewand
name = "Ruby"
description = "<font color = maroon><b>Ruby (Wand):</b> 30-32 Damage,+3 Str, +17 Int, 20 strength required"
icon_state = "Ruby"
sellvalue = 860
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 0
strreq = 20
DamageMin = 30
DamageMax = 32
STRbonus = 3
INTbonus = 17
New()
if(usr.contents!=null)
FIREres = rand(20,30)
var/ad1 = ", +[FIREres] Fire Resistance"
HPbonus = rand(20,60)
var/ad2 = ", +[HPbonus] HP"
description = "<font color = maroon><b>Ruby (Wand):</b> 30-32 Damage,+3 Str, +17 Int[ad1][ad2], 20 strength required"
magicwand
name = "Wand"
description = ""
icon_state = "wand"
sellvalue = 215
typi = "weapon"
wpnspd = 1
wlvl = 2
twohanded = 0
strreq = 20
DamageMin = 15
DamageMax = 16
powerstaff
name = "Power Staff"
description = "<b>Power Staff:</b> 16-22 damage, two-handed, 22 strength required, SellValue: 200"
icon_state = "powerstaff"
sellvalue = 200
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 1
strreq = 22
DamageMin = 16
DamageMax = 22
New()
uniquepowerstaff
name = "Conflagration"
description = "<font color = maroon><b>Conflagration (Power Staff):</b> 32-44 Damage, two-handed, +6 Str, +14 Int, 22 strength required"
icon_state = "Conflagration"
sellvalue = 800
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 1
strreq = 22
DamageMin = 32
DamageMax = 44
STRbonus = 6
INTbonus = 14
New()
if(usr.contents!=null)
FIREres = rand(5,10)
var/ad1 = ", +[FIREres] Fire Resistance"
MPbonus = rand(1,500)
var/ad2 = ", +[MPbonus] MP"
description = "<font color = maroon><b>Conflagration (Power Staff):</b> 32-44 Damage, two-handed, +6 Str, +14 Int[ad1][ad2], 22 strength required"
magicpowerstaff
name = "Power Staff"
description = ""
icon_state = "powerstaff"
sellvalue = 200
typi = "weapon"
wpnspd = 0
wlvl = 2
twohanded = 1
strreq = 22
DamageMin = 16
DamageMax = 22
rapier
name = "Rapier"
description = "<b>Rapier:</b> 48-51 damage, 70 strength required, SellValue: 1625"
icon_state = "rapier"
sellvalue = 1625
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 0
strreq = 70
DamageMin = 48
DamageMax = 51
New()
uniquerapier
name = "Element"
description = "<font color = maroon><b>Element (Rapier):</b> 96-102 damage, +15 Str, +25 Int, 70 strength required"
icon_state = "Element"
sellvalue = 6500
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 0
strreq = 70
DamageMin = 96
DamageMax = 102
INTbonus = 25
STRbonus = 15
New()
if(usr.contents!=null)
FIREBOLTbonus = rand(15,25)
var/ad1 = ", +[FIREBOLTbonus] Firebolt"
ICEBOLTbonus = rand(15,25)
var/ad2 = ", +[ICEBOLTbonus] Icebolt"
LIGHTNINGBOLTbonus = rand(15,25)
var/ad3 = ", +[LIGHTNINGBOLTbonus] Lightningbolt"
FLAMEbonus = rand(5,15)
var/ad4 = ", +[FLAMEbonus] Flame"
ARCTICWINDbonus = rand(5,15)
var/ad5 = ", +[ARCTICWINDbonus] ArcticWind"
CHAINLIGHTNINGbonus = rand(5,15)
var/ad6 = ", +[CHAINLIGHTNINGbonus] ChainLightning"
description = "<font color = maroon><b>Element (Rapier):</b> 96-102 damage, +15 Str, +25 Int[ad1][ad2][ad3][ad4][ad5][ad6], 70 strength required"
magicrapier
name = "Rapier"
description = ""
icon_state = "rapier"
sellvalue = 1625
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 0
strreq = 70
DamageMin = 48
DamageMax = 51
batblade
name = "Batblade"
description = "<b>Batblade:</b> 56-59 damage, 82 strength required, SellValue: 2250"
icon_state = "batblade"
sellvalue = 3250
typi = "weapon"
wpnspd = 2
wlvl = 3
twohanded = 0
strreq = 82
DamageMin = 56
DamageMax = 59
New()
uniquebatblade
name = "Bat's Seizure"
description = "<font color = maroon><b>Bat's Seizure (Batblade):</b> 112-118 damage, +40 Strength, 82 strength required"
icon_state = "Bat's Seizure"
sellvalue = 13000
typi = "weapon"
wpnspd = 2
wlvl = 3
twohanded = 0
strreq = 82
DamageMin = 112
DamageMax = 118
INTbonus = 0
STRbonus = 40
New()
if(usr.contents!=null)
DARKres = rand(15,30)
var/ad1 = ", +[DARKres] Dark Resistance"
DARKbonus = rand(20,30)
var/ad2 = ", +[DARKbonus] Dark"
description = "<font color = maroon><b>Bat's Seizure (Batblade):</b> 112-118 damage, +40 Strength[ad1][ad2], 82 strength required"
magicbatblade
name = "Batblade"
description = ""
icon_state = "batblade"
sellvalue = 3250
typi = "weapon"
wpnspd = 2
wlvl = 3
twohanded = 0
strreq = 82
DamageMin = 56
DamageMax = 59
jadestaff
name = "Jade Staff"
description = "<b>Jade Staff:</b> 61-65 damage, 63 strength required, SellValue: 3400"
icon_state = "jadestaff"
sellvalue = 3400
typi = "weapon"
wpnspd = 0
wlvl = 3
twohanded = 0
strreq = 63
DamageMin = 61
DamageMax = 65
New()
uniquejadestaff
name = "Jade Whirl"
description = "<font color = maroon><b>Jade Whirl (Jade Staff):</b> 122-130 damage, 63 strength required"
icon_state = "Jade Whirl"
sellvalue = 13600
typi = "weapon"
wpnspd = 0
wlvl = 3
twohanded = 0
strreq = 63
DamageMin = 122
DamageMax = 130
INTbonus = 40
New()
if(usr.contents!=null)
MPbonus = rand(50,150)
var/ad1 = ", +[MPbonus] MP"
ICEres = rand(15,30)
var/ad2 = ", +[ICEres] Ice Resistance"
POISres = rand(15,30)
var/ad3 = ", +[POISres] Poison Resistance"
description = "<font color = maroon><b>Jade Whirl (Jade Staff):</b> 122-130 damage, +40 Intelligence[ad1][ad2][ad3], 63 strength required"
magicjadestaff
name = "Jade Staff"
description = ""
icon_state = "jadestaff"
sellvalue = 3400
typi = "weapon"
wpnspd = 0
wlvl = 3
twohanded = 0
strreq = 63
DamageMin = 61
DamageMax = 65
triadicorb
name = "Triadic Orb"
description = "<b>Triadic Orb:</b> 74-78 damage, two-handed, 77 strength required, SellValue: 3750"
icon_state = "triadicorb"
sellvalue = 3750
typi = "weapon"
wpnspd = 0
wlvl = 3
twohanded = 1
strreq = 77
DamageMin = 74
DamageMax = 78
New()
uniquetriadicorb
name = "Kaleidoscope"
description = "<font color = maroon><b>Kaleidoscope (Triadic Orb):</b> 148-156 damage, two-handed, +7 Str, +33 Int, 77 strength required"
icon_state = "Kaleidoscope"
sellvalue = 15000
typi = "weapon"
wpnspd = 0
wlvl = 3
twohanded = 1
strreq = 77
DamageMin = 148
DamageMax = 156
INTbonus = 33
STRbonus = 7
New()
if(usr.contents!=null)
HPbonus = rand(150,250)
var/ad1 = ", +[HPbonus] HP"
var/blah = rand(20,30)
FIREres = blah
ICEres = blah
LITres = blah
POISres = blah
DARKres = blah
var/ad2 = ", +[blah] All Resistances"
description = "<font color = maroon><b>Kaleidoscope (Triadic Orb):</b> 148-156 damage, two-handed, +7 Str, +33 Int[ad1][ad2], 77 strength required"
magictriadicorb
name = "Triadic Orb"
description = ""
icon_state = "triadicorb"
sellvalue = 3750
typi = "weapon"
wpnspd = 0
wlvl = 3
twohanded = 1
strreq = 77
DamageMin = 74
DamageMax = 78
icicleblade
name = "Icicle Blade"
description = "<b>Icicle Blade:</b> 80-85 damage, two-handed, 118 strength required, SellValue: 7860"
icon_state = "icicleblade"
sellvalue = 7860
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 1
strreq = 118
DamageMin = 80
DamageMax = 85
New()
uniqueicicleblade
name = "Blade of Karim"
description = "<font color = maroon><b>Blade of Karim (Icicle Blade):</b> 160-170 damage, two-handed, Increased Attack Speed, +35 Str, +5 Int, 118 strength required"
icon_state = "Blade of Karim"
sellvalue = 31440
typi = "weapon"
wpnspd = 4
wlvl = 3
twohanded = 1
strreq = 118
DamageMin = 160
DamageMax = 170
INTbonus = 5
STRbonus = 35
New()
if(usr.contents!=null)
MPbonus = rand(200,300)
var/ad1 = ", +[MPbonus] MP"
DARKbonus = rand(20,35)
var/ad2 = ", +[DARKbonus] Dark"
OSMOSISbonus = rand(5,10)
var/ad3 = ", +[OSMOSISbonus] Osmosis"
var/blah = rand(1,10)
FIREres = blah
ICEres = blah
LITres = blah
POISres = blah
DARKres = blah
var/ad4 = ", +[blah] All Resistances"
description = "<font color = maroon><b>Blade of Karim (Icicle Blade):</b> 160-170 damage, two-handed, Increased Attack Speed, +35 Str, +5 Int[ad1][ad2][ad3][ad4], 118 strength required"
magicicicleblade
name = "Icicle Blade"
description = ""
icon_state = "icicleblade"
sellvalue = 7860
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 1
strreq = 118
DamageMin = 80
DamageMax = 85
scorchingsword
name = "Scorching Sword"
description = "<b>Scorching Sword:</b> 94-97 damage, two-handed, 144 strength required, SellValue: 12000"
icon_state = "scorchingsword"
sellvalue = 12000
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 1
strreq = 144
DamageMin = 94
DamageMax = 97
New()
uniquescorchingsword
name = "Scourge"
description = "<font color = maroon><b>Scourge (Scorching Sword):</b> 188-194 damage, two-handed, +24 Str, +16 Int, 144 strength required"
icon_state = "Scourge"
sellvalue = 48000
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 1
strreq = 144
DamageMin = 188
DamageMax = 194
INTbonus = 16
STRbonus = 24
New()
if(usr.contents!=null)
HPbonus = rand(250,350)
var/ad1 = ", +[HPbonus] HP"
MPbonus = rand(150,250)
var/ad2 = ", +[MPbonus] MP"
POISONbonus = rand(10,15)
var/ad3 = ", +[POISONbonus] Poison"
POISres = rand(20,30)
var/ad4 = ", +[POISres] Poison Resistance"
description = "<font color = maroon><b>Scourge (Scorching Sword):</b> 188-194 damage, two-handed, +24 Str, +16 Int[ad1][ad2][ad3][ad4], 144 strength required"
magicscorchingsword
name = "Scorching Sword"
description = ""
icon_state = "scorchingsword"
sellvalue = 12000
typi = "weapon"
wpnspd = 1
wlvl = 3
twohanded = 1
strreq = 144
DamageMin = 94
DamageMax = 97
steelsword
name = "Steel Sword"
description = "<b>Steel Sword:</b> 174-195 damage, two-handed, 240 strength required, SellValue: 46000"
icon_state = "steelsword"
sellvalue = 46000
typi = "weapon"
wpnspd = 1
wlvl = 4
twohanded = 1
strreq = 240
DamageMin = 174
DamageMax = 195
New()
uniquesteelsword
name = "The Mmbahfather"
description = "<font color = maroon><b>The Mmbahfather (Steel Sword):</b> 348-390 damage, one-handed, Increased Attack Speed, +60 Str, +20 Int, 240 strength required"
icon_state = "The Mmbahfather"
sellvalue = 184000
typi = "weapon"
wpnspd = 5
wlvl = 4
twohanded = 0
strreq = 240
DamageMin = 348
DamageMax = 390
INTbonus = 20
STRbonus = 60
New()
if(usr.contents!=null)
HPbonus = rand(600,1000)
var/ad1 = ", +[HPbonus] HP"
MPbonus = rand(600,1000)
var/ad2 = ", +[MPbonus] MP"
DEMIbonus = rand(5,10)
var/ad3 = ", +[DEMIbonus] Demi"
var/blah = rand(24,33)
FIREres = blah
ICEres = blah
LITres = blah
POISres = blah
DARKres = blah
var/ad4 = ", +[blah] All Resistances"
description = "<font color = maroon><b>The Mmbahfather (Steel Sword):</b> 348-390 damage, one-handed, Increased Attack Speed, +60 Str, +20 Int[ad1][ad2][ad3][ad4], 240 strength required"
magicsteelsword
name = "Steel Sword"
description = ""
icon_state = "steelsword"
sellvalue = 46000
typi = "weapon"
wpnspd = 1
wlvl = 4
twohanded = 1
strreq = 240
DamageMin = 174
DamageMax = 195
goldsword
name = "Gold Sword"
description = "<b>Gold Sword:</b> 170-178 damage, 195 strength required, SellValue: 60000"
icon_state = "goldsword"
sellvalue = 60000
typi = "weapon"
wpnspd = 2
wlvl = 4
twohanded = 0
strreq = 195
DamageMin = 170
DamageMax = 178
New()
magicgoldsword
name = "Gold Sword"
description = ""
icon_state = "goldsword"
sellvalue = 60000
typi = "weapon"
wpnspd = 2
wlvl = 4
twohanded = 0
strreq = 195
DamageMin = 170
DamageMax = 178
goldwand
name = "Gold Wand"
description = "<b>Gold Wand:</b> 142-148 damage, 95 strength required, SellValue: 32000"
icon_state = "goldwand"
sellvalue = 32000
typi = "weapon"
wpnspd = 0
wlvl = 4
twohanded = 0
strreq = 95
DamageMin = 142
DamageMax = 148
New()
magicgoldwand
name = "Gold Wand"
description = ""
icon_state = "goldwand"
sellvalue = 32000
typi = "weapon"
wpnspd = 0
wlvl = 4
twohanded = 0
strreq = 95
DamageMin = 142
DamageMax = 148
goldstaff
name = "Gold Staff"
description = "<b>Gold Staff:</b> 160-171 damage, two-handed, 112 strength required, SellValue: 35000"
icon_state = "goldstaff"
sellvalue = 35000
typi = "weapon"
wpnspd = 0
wlvl = 4
twohanded = 1
strreq = 112
DamageMin = 160
DamageMax = 171
New()
magicgoldstaff
name = "Gold Staff"
description = ""
icon_state = "goldstaff"
sellvalue = 35000
typi = "weapon"
wpnspd = 0
wlvl = 4
twohanded = 1
strreq = 112
DamageMin = 160
DamageMax = 171
goldaxe
name = "Gold Axe"
description = "<b>Gold Axe:</b> 290-334 damage, two-handed, 380 strength required, SellValue: 98000"
icon_state = "goldaxe"
sellvalue = 98000
typi = "weapon"
wpnspd = 0
wlvl = 4
twohanded = 1
strreq = 380
DamageMin = 290
DamageMax = 334
New()
magicgoldaxe
name = "Gold Axe"
description = ""
icon_state = "goldaxe"
sellvalue = 98000
typi = "weapon"
wpnspd = 0
wlvl = 4
twohanded = 1
strreq = 380
DamageMin = 290
DamageMax = 334
leatherarmor
name = "Leather Armor"
description = "<b>Leather Armor:</b> 35 Defense, 4% Evade, 10 strength required, SellValue: 50"
icon_state = "leather"
sellvalue = 50
typi = "armor"
wlvl = 1
strreq = 10
Adefense = 35
Aevade = 4
New()
uniqueleatherarmor
name = "Lifeleak"
description = "<font color = maroon><b>Lifeleak (Leather Armor):</b> 70 Defense, 4% Evade, +18 Str, +8 Int, 10 strength required"
icon_state = "Lifeleak"
sellvalue = 200
typi = "armor"
wlvl = 1
strreq = 10
Adefense = 70
Aevade = 4
STRbonus = 18
INTbonus = 8
New()
if(usr.contents!=null)
HPbonus = rand(50,100)
var/ad1 = ", +[HPbonus] HP"
description = "<font color = maroon><b>Lifeleak (Leather Armor):</b> 70 Defense, 4% Evade, +18 Str, +8 Int[ad1], 10 strength required"
magicleatherarmor
name = "Leather Armor"
description = ""
icon_state = "leather"
sellvalue = 50
typi = "armor"
wlvl = 1
strreq = 10
Adefense = 35
Aevade = 4
clothes
name = "Clothes"
description = "<b>Clothes:</b> 8 Defense, 1% Evade, 1 strength required, SellValue: 5"
icon_state = "clothes"
sellvalue = 5
typi = "armor"
wlvl = 1
strreq = 1
Adefense = 8
Aevade = 1
New()
uniqueclothes
name = "Soul Flesh"
description = "<font color = maroon><b>Soul Flesh (Clothes):</b> 16 Defense, 1% Evade, +10 Str, +16 Int, 1 strength required"
icon_state = "Soul Flesh"
sellvalue = 20
typi = "armor"
wlvl = 1
strreq = 1
Adefense = 16
Aevade = 1
STRbonus = 10
INTbonus = 16
New()
if(usr.contents!=null)
POISres = rand(1,30)
var/ad1 = ", +[POISres] Poison Resistance"
description = "<font color = maroon><b>Soul Flesh (Clothes):</b> 16 Defense, 1% Evade, +10 Str, +16 Int[ad1], 1 strength required"
magicclothes
name = "Clothes"
description = ""
icon_state = "clothes"
sellvalue = 5
typi = "armor"
wlvl = 1
strreq = 1
Adefense = 8
Aevade = 1
darkclothes
name = "Dark Clothes"
description = "<b>Dark Clothes:</b> 6 Defense, 2% Evade, 4 strength required, SellValue: 10"
icon_state = "darkclothes"
sellvalue = 10
typi = "armor"
wlvl = 1
strreq = 4
Adefense = 6
Aevade = 2
New()
uniquedarkclothes
name = "Blackened"
description = "<font color = maroon><b>Blackened (Dark Clothes):</b> 12 Defense, 2% Evade, +6 Str, +20 Int, 4 strength required"
icon_state = "Blackened"
sellvalue = 40
typi = "armor"
wlvl = 1
strreq = 4
Adefense = 12
Aevade = 2
STRbonus = 6
INTbonus = 20
New()
if(usr.contents!=null)
DARKres = rand(1,30)
var/ad1 = ", +[DARKres] Dark Resistance"
description = "<font color = maroon><b>Blackened (Dark Clothes):</b> 12 Defense, 2% Evade, +6 Str, +20 Int[ad1], 4 strength required"
magicdarkclothes
name = "Dark Clothes"
description = ""
icon_state = "darkclothes"
sellvalue = 10
typi = "armor"
wlvl = 1
strreq = 4
Adefense = 6
Aevade = 2
chainmail
name = "Chainmail"
description = "<b>Chainmail:</b> 50 Defense, 5% Evade, 24 strength required, SellValue: 500"
icon_state = "chainmail"
sellvalue = 500
typi = "armor"
wlvl = 2
strreq = 24
Adefense = 50
Aevade = 5
New()
uniquechainmail
name = "Glint"
description = "<font color = maroon><b>Glint (Chainmail):</b> 100 Defense, 5% Evade, +8 Str, +8 Int, 24 strength required"
icon_state = "Glint"
sellvalue = 2000
typi = "armor"
wlvl = 2
strreq = 24
Adefense = 100
Aevade = 5
STRbonus = 8
INTbonus = 8
New()
if(usr.contents!=null)
LITres = rand(1,30)
var/ad1 = ", +[LITres] Lightning Resistance"
LIGHTNINGBOLTbonus = rand(5,20)
var/ad2 = ", +[LIGHTNINGBOLTbonus] Lightningbolt"
description = "<font color = maroon><b>Glint (Chainmail):</b> 100 Defense, 5% Evade, +8 Str, +8 Int[ad1][ad2], 24 strength required"
magicchainmail
name = "Chainmail"
description = ""
icon_state = "chainmail"
sellvalue = 500
typi = "armor"
wlvl = 2
strreq = 24
Adefense = 50
Aevade = 5
platemail
name = "Platemail"
description = "<b>Platemail:</b> 75 Defense, 7% Evade, 60 strength required, SellValue: 1125"
icon_state = "platemail"
sellvalue = 1125
typi = "armor"
wlvl = 2
strreq = 60
Adefense = 75
Aevade = 7
New()
uniqueplatemail
name = "Cyrus' Tricks"
description = "<font color = maroon><b>Cyrus' Tricks (Platemail):</b> 150 Defense, 7% Evade, +4 Str, +15 Int, 60 strength required"
icon_state = "Cyrus' Tricks"
sellvalue = 4500
typi = "armor"
wlvl = 2
strreq = 60
Adefense = 150
Aevade = 7
STRbonus = 4
INTbonus = 15
New()
if(usr.contents!=null)
MPbonus = rand(50,250)
var/ad1 = ", +[MPbonus] MP"
ICEres = rand(5,20)
var/ad2 = ", +[ICEres] Ice Resistance"
description = "<font color = maroon><b>Cyrus' Tricks (Platemail):</b> 150 Defense, 7% Evade, +4 Str, +15 Int[ad1][ad2], 60 strength required"
magicplatemail
name = "Platemail"
description = ""
icon_state = "platemail"
sellvalue = 1125
typi = "armor"
wlvl = 2
strreq = 60
Adefense = 75
Aevade = 7
frostmail
name = "Frostmail"
description = "<b>Frostmail:</b> 120 Defense, 9% Evade, 100 strength required, SellValue: 2600"
icon_state = "frostmail"
sellvalue = 2600
typi = "armor"
wlvl = 3
strreq = 100
Adefense = 120
Aevade = 9
New()
uniquefrostmail
name = "Froststop"
description = "<font color = maroon><b>Froststop (Frostmail):</b> 240 Defense, 9% Evade, +15 Str, +15 Int, 100 strength required"
icon_state = "Froststop"
sellvalue = 10400
typi = "armor"
wlvl = 3
strreq = 100
Adefense = 240
Aevade = 9
STRbonus = 15
INTbonus = 15
New()
if(usr.contents!=null)
ARCTICWINDbonus = rand(10,15)
var/ad1 = ", +[ARCTICWINDbonus] ArcticWind"
ICEres = rand(16,23)
var/ad2 = ", +[ICEres] Ice Resistance"
description = "<font color = maroon><b>Froststop (Frostmail):</b> 240 Defense, 9% Evade, +15 Str, +15 Int[ad1][ad2], 100 strength required"
magicfrostmail
name = "Frostmail"
description = ""
icon_state = "frostmail"
sellvalue = 2600
typi = "armor"
wlvl = 3
strreq = 100
Adefense = 120
Aevade = 9
obsidianplate
name = "Obsidian Plate"
description = "<b>Obsidian Plate:</b> 155 Defense, 12% Evade, 180 strength required, SellValue: 6400"
icon_state = "obsidianplate"
sellvalue = 6400
typi = "armor"
wlvl = 3
strreq = 180
Adefense = 155
Aevade = 12
New()
uniqueobsidianplate
name = "Flamefeast"
description = "<font color = maroon><b>Flamefeast (Obsidian Plate):</b> 310 Defense, 12% Evade, +22 Str, +8 Int, 180 strength required"
icon_state = "Flamefeast"
sellvalue = 25600
typi = "armor"
wlvl = 3
strreq = 180
Adefense = 310
Aevade = 12
STRbonus = 22
INTbonus = 8
New()
if(usr.contents!=null)
FLAMEbonus = rand(10,15)
var/ad1 = ", +[FLAMEbonus] Flame"
FIREres = rand(16,23)
var/ad2 = ", +[FIREres] Fire Resistance"
HPbonus = rand(150,400)
var/ad3 = ", +[HPbonus] HP"
description = "<font color = maroon><b>Flamefeast (Obsidian Plate):</b> 310 Defense, 12% Evade, +22 Str, +8 Int[ad1][ad2][ad3], 180 strength required"
magicobsidianplate
name = "Obsidian Plate"
description = ""
icon_state = "obsidianplate"
sellvalue = 6400
typi = "armor"
wlvl = 3
strreq = 180
Adefense = 155
Aevade = 12
ironarmor
name = "Iron Armor"
description = "<b>Iron Armor:</b> 240 Defense, 14% Evade, 250 strength required, SellValue: 50000"
icon_state = "ironarmor"
sellvalue = 50000
typi = "armor"
wlvl = 4
strreq = 250
Adefense = 240
Aevade = 14
New()
magicironarmor
name = "Iron Armor"
description = ""
icon_state = "ironarmor"
sellvalue = 50000
typi = "armor"
wlvl = 4
strreq = 250
Adefense = 240
Aevade = 14
goldarmor
name = "Gold Armor"
description = "<b>Gold Armor:</b> 370 Defense, 15% Evade, 290 strength required, SellValue: 110000"
icon_state = "goldarmor"
sellvalue = 110000
typi = "armor"
wlvl = 4
strreq = 290
Adefense = 370
Aevade = 15
New()
magicgoldarmor
name = "Gold Armor"
description = ""
icon_state = "goldarmor"
sellvalue = 110000
typi = "armor"
wlvl = 4
strreq = 290
Adefense = 370
Aevade = 15
smallshield
name = "Small Shield"
description = "<b>Small Shield:</b> 18 Defense, 6% Evade, 8 strength required, SellValue: 50"
icon_state = "smallshield"
sellvalue = 50
typi = "shield"
wlvl = 1
strreq = 8
Adefense = 18
Aevade = 6
New()
uniquesmallshield
name = "Faerie"
description = "<font color = maroon><b>Faerie (Small Shield):</b> 36 Defense, 6% Evade, +1 Str, +6 Int, 8 strength required"
icon_state = "Faerie"
sellvalue = 200
typi = "shield"
wlvl = 1
strreq = 8
Adefense = 36
Aevade = 6
STRbonus = 1
INTbonus = 6
New()
if(usr.contents!=null)
ICEBOLTbonus = rand(1,10)
var/ad1 = ", +[ICEBOLTbonus] Icebolt"
FIREBOLTbonus = rand(1,10)
var/ad2 = ", +[FIREBOLTbonus] Firebolt"
description = "<font color = maroon><b>Faerie (Small Shield):</b> 36 Defense, 6% Evade, +1 Str, +6 Int[ad1][ad2], 8 strength required"
magicsmallshield
name = "Small Shield"
description = ""
icon_state = "smallshield"
sellvalue = 50
typi = "shield"
wlvl = 1
strreq = 8
Adefense = 18
Aevade = 6
heavyshield
name = "Heavy Shield"
description = "<b>Heavy Shield:</b> 30 Defense, 9% Evade, 16 strength required, SellValue: 125"
icon_state = "heavyshield"
sellvalue = 125
typi = "shield"
wlvl = 1
strreq = 16
Adefense = 30
Aevade = 9
New()
uniqueheavyshield
name = "Sapphire"
description = "<font color = maroon><b>Sapphire (Heavy Shield):</b> 60 Defense, 9% Evade, +16 Str, +3 Int, 16 strength required"
icon_state = "Sapphire"
sellvalue = 500
typi = "shield"
wlvl = 1
strreq = 16
Adefense = 60
Aevade = 9
STRbonus = 16
INTbonus = 3
New()
if(usr.contents!=null)
ICEres = rand(20,30)
var/ad1 = ", +[ICEres] Ice Resistance"
ICEBOLTbonus = rand(1,4)
var/ad2 = ", +[ICEBOLTbonus] Icebolt"
description = "<font color = maroon><b>Sapphire (Heavy Shield):</b> 60 Defense, 9% Evade, +16 Str, +3 Int[ad1][ad2], 16 strength required"
magicheavyshield
name = "Heavy Shield"
description = ""
icon_state = "heavyshield"
sellvalue = 125
typi = "shield"
wlvl = 1
strreq = 16
Adefense = 30
Aevade = 9
buckler
name = "Buckler"
description = "<b>Buckler:</b> 46 Defense, 7% Evade, 25 strength required, SellValue: 490"
icon_state = "buckler"
sellvalue = 490
typi = "shield"
wlvl = 2
strreq = 25
Adefense = 46
Aevade = 7
New()
uniquebuckler
name = "Luna"
description = "<font color = maroon><b>Luna (Buckler):</b> 92 Defense, 7% Evade, +13 Str, +13 Int, 25 strength required"
icon_state = "Luna"
sellvalue = 1960
typi = "shield"
wlvl = 2
strreq = 25
Adefense = 92
Aevade = 7
STRbonus = 13
INTbonus = 13
New()
if(usr.contents!=null)
DARKbonus = rand(8,14)
var/ad1 = ", +[DARKbonus] Dark"
description = "<font color = maroon><b>Luna (Buckler):</b> 92 Defense, 7% Evade, +13 Str, +13 Int[ad1], 25 strength required"
magicbuckler
name = "Buckler"
description = ""
icon_state = "buckler"
sellvalue = 490
typi = "shield"
wlvl = 2
strreq = 25
Adefense = 46
Aevade = 7
bulwark
name = "Bulwark"
description = "<b>Bulwark:</b> 38 Defense, 10% Evade, 28 strength required, SellValue: 600"
icon_state = "bulwark"
sellvalue = 600
typi = "shield"
wlvl = 2
strreq = 28
Adefense = 38
Aevade = 10
New()
uniquebulwark
name = "Illumine"
description = "<font color = maroon><b>Illumine (Bulwark):</b> 76 Defense, 10% Evade, +8 Str, +18 Int, 28 strength required"
icon_state = "Illumine"
sellvalue = 2400
typi = "shield"
wlvl = 2
strreq = 28
Adefense = 76
Aevade = 10
STRbonus = 8
INTbonus = 18
New()
if(usr.contents!=null)
LITres = rand(25,30)
var/ad1 = ", +[LITres] Lightning Resistance"
description = "<font color = maroon><b>Illumine (Bulwark):</b> 76 Defense, 10% Evade, +8 Str, +18 Int[ad1], 28 strength required"
magicbulwark
name = "Bulwark"
description = ""
icon_state = "bulwark"
sellvalue = 600
typi = "shield"
wlvl = 2
strreq = 28
Adefense = 38
Aevade = 10
escutcheon
name = "Escutcheon"
description = "<b>Escutcheon:</b> 60 Defense, 10% Evade, 40 strength required, SellValue: 1300"
icon_state = "escutcheon"
sellvalue = 1300
typi = "shield"
wlvl = 2
strreq = 40
Adefense = 60
Aevade = 10
New()
uniqueescutcheon
name = "Dravidian's Seal"
description = "<font color = maroon><b>Dravidian's Seal (Escutcheon):</b> 120 Defense, 10% Evade, +14 Str, +10 Int, 40 strength required"
icon_state = "Dravidian's Seal"
sellvalue = 5200
typi = "shield"
wlvl = 2
strreq = 40
Adefense = 120
Aevade = 10
STRbonus = 14
INTbonus = 10
New()
if(usr.contents!=null)
HPbonus = rand(200,300)
var/ad1 = ", +[HPbonus] HP"
var/blah = rand(5,15)
FIREres = blah
ICEres = blah
LITres = blah
POISres = blah
DARKres = blah
var/ad2 = ", +[blah] All Resistances"
description = "<font color = maroon><b>Dravidian's Seal (Escutcheon):</b> 120 Defense, 10% Evade, +14 Str, +10 Int[ad1][ad2], 40 strength required"
magicescutcheon
name = "Escutcheon"
description = ""
icon_state = "escutcheon"
sellvalue = 1300
typi = "shield"
wlvl = 2
strreq = 40
Adefense = 60
Aevade = 10
eyeshield
name = "Eye Shield"
description = "<b>Eye Shield:</b> 95 Defense, 11% Evade, 72 strength required, SellValue: 2775"
icon_state = "eyeshield"
sellvalue = 2775
typi = "shield"
wlvl = 3
strreq = 72
Adefense = 95
Aevade = 11
New()
uniqueeyeshield
name = "Mesmerize"
description = "<font color = maroon><b>Mesmerize (Eye Shield):</b> 190 Defense, 11% Evade, +20 Str, +20 Int, 72 strength required"
icon_state = "Mesmerize"
sellvalue = 11100
typi = "shield"
wlvl = 3
strreq = 72
Adefense = 190
Aevade = 11
STRbonus = 20
INTbonus = 20
New()
if(usr.contents!=null)
HPbonus = rand(200,300)
var/ad1 = ", +[HPbonus] HP"
MPbonus = rand(200,300)
var/ad2 = ", +[MPbonus] MP"
var/blah = rand(24,33)
FIREres = blah
ICEres = blah
LITres = blah
POISres = blah
DARKres = blah
var/ad3 = ", +[blah] All Resistances"
description = "<font color = maroon><b>Mesmerize (Eye Shield):</b> 190 Defense, 11% Evade, +20 Str, +20 Int[ad1][ad2][ad3], 72 strength required"
magiceyeshield
name = "Eye Shield"
description = ""
icon_state = "eyeshield"
sellvalue = 2775
typi = "shield"
wlvl = 3
strreq = 72
Adefense = 95
Aevade = 11
decussated
name = "Decussated"
description = "<b>Decussated:</b> 78 Defense, 16% Evade, 95 strength required, SellValue: 4880"
icon_state = "decussated"
sellvalue = 4880
typi = "shield"
wlvl = 3
strreq = 95
Adefense = 78
Aevade = 16
New()
uniquedecussated
name = "Raven's Guard"
description = "<font color = maroon><b>Raven's Guard (Decussated):</b> 156 Defense, 16% Evade, +40 Strength, 95 strength required"
icon_state = "Raven's Guard"
sellvalue = 19520
typi = "shield"
wlvl = 3
strreq = 95
Adefense = 156
Aevade = 16
STRbonus = 40
New()
if(usr.contents!=null)
HPbonus = rand(200,300)
var/ad1 = ", +[HPbonus] HP"
DARKbonus = rand(22,34)
var/ad2 = ", +[DARKbonus] Dark"
DEMIbonus = rand(3,6)
var/ad3 = ", +[DEMIbonus] Demi"
description = "<font color = maroon><b>Raven's Guard (Decussated):</b> 156 Defense, 16% Evade, +40 Strength[ad1][ad2][ad3], 95 strength required"
magicdecussated
name = "Decussated"
description = ""
icon_state = "decussated"
sellvalue = 4880
typi = "shield"
wlvl = 3
strreq = 95
Adefense = 78
Aevade = 16
ironshield
name = "Iron Shield"
description = "<b>Iron Shield:</b> 155 Defense, 22% Evade, 105 strength required, SellValue: 38000"
icon_state = "ironshield"
sellvalue = 38000
typi = "shield"
wlvl = 4
strreq = 105
Adefense = 155
Aevade = 22
New()
magicironshield
name = "Iron Shield"
description = ""
icon_state = "ironshield"
sellvalue = 38000
typi = "shield"
wlvl = 4
strreq = 105
Adefense = 155
Aevade = 22
goldshield
name = "Gold Shield"
description = "<b>Gold Shield:</b> 285 Defense, 15% Evade, 142 strength required, SellValue: 40000"
icon_state = "goldshield"
sellvalue = 40000
typi = "shield"
wlvl = 4
strreq = 142
Adefense = 285
Aevade = 15
New()
magicgoldshield
name = "Gold Shield"
description = ""
icon_state = "goldshield"
sellvalue = 40000
typi = "shield"
wlvl = 4
strreq = 142
Adefense = 285
Aevade = 15
jewelshield
name = "Jewel Shield"
description = "<b>Jewel Shield:</b> 300 Defense, 15% Evade, 150 strength required. SellValue: 42500"
icon_state = "jewelshield"
sellvalue = 42500
typi = "shield"
wlvl = 4
strreq = 150
Adefense = 300
Aevade = 15
magicjewelshield
name = "Jewel Shield"
description = ""
icon_state = "jewelshield"
sellvalue = 42500
typi = "shield"
wlvl = 4
strreq = 150
Adefense = 300
Aevade = 15
uniquejewelshield
name = "Chaos Emerald"
description = "<font color = maroon><b>Chaos Emerald (Jewel Shield):</b> 400 Defense, 17% Evade, 150 strength required. This shield is amazing, huh?"
icon_state = "Chaos Emerald"
sellvalue = 90000
typi = "shield"
wlvl = 4
strreq = 150
Adefense = 400
Aevade = 17
New()
if(usr.contents!=null)
HPbonus = rand(400,500)
var/ad1 = ", +[HPbonus] HP"
DARKbonus = rand(500,1000)
var/ad2 = ", +[MPbonus] MP"
DEMIbonus = rand(20,60)
var/ad3 = ", +[ARCTICWINDbonus] Arctic Wind"
description = "<font color = maroon><b>Chaos Emerald (Jewel Shield):</b> 400 Defense, 17% Evade, [ad1][ad2][ad3], 150 strength required. This shield is amazing, huh?."
//these commented out ones used to be the items that did not have uniques, but i forgot to delete some of them from here apparently.
/*
longsword
name = "Long Sword"
description = "<b>Long Sword:</b> 14-17 damage, 24 strength required"
icon_state = "longsword"
sellvalue = 140
typi = "weapon"
twohanded = 0
strreq = 24
DamageMin = 14
DamageMax = 17
leatherarmor
name = "Leather Armor"
description = "<b>Leather Armor:</b> 35 Defense, 4% Evade, 10 strength required"
icon_state = "leather"
sellvalue = 50
typi = "armor"
strreq = 10
Adefense = 35
Aevade = 4
darkclothes
name = "Dark Clothes"
description = "<b>Dark Clothes:</b> 6 Defense, 2% Evade, 4 strength required"
icon_state = "darkclothes"
sellvalue = 10
typi = "armor"
strreq = 4
Adefense = 6
Aevade = 2
frostmail
name = "Frostmail"
description = "<b>Frostmail:</b> 120 Defense, 9% Evade, 100 strength required"
icon_state = "frostmail"
sellvalue = 2600
typi = "armor"
strreq = 100
Adefense = 120
Aevade = 9
obsidianplate
name = "Obsidian Plate"
description = "<b>Obsidian Plate:</b> 155 Defense, 12% Evade, 180 strength required"
icon_state = "obsidianplate"
sellvalue = 6400
typi = "armor"
strreq = 180
Adefense = 155
Aevade = 12
eyeshield
name = "Eye Shield"
description = "<b>Eye Shield:</b> 95 Defense, 11% Evade, 72 strength required"
icon_state = "eyeshield"
sellvalue = 2775
typi = "shield"
strreq = 55
Adefense = 95
Aevade = 11
decussated
name = "Decussated"
description = "<b>Decussated:</b> 78 Defense, 16% Evade, 95 strength required"
icon_state = "decussated"
sellvalue = 4880
typi = "shield"
strreq = 95
Adefense = 78
Aevade = 16
*/
Problem description:
This is the file that causes a runtime error, it's RoH before you ask. can you please tlel me how to stop the runtime errors?
Second what is the runtime error? you can't just say there is one and expect us to find out
and Third did I forget to mention don't expect us to fix a problem with your rip.