Interresting question :)

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Damien
Adept Poster
Posts: 82
Joined: Sat Apr 15, 2006 11:50 am

Interresting question :)

Post by Damien »

Hello again!

I am back with another Newbie question!

first to make it easier for me to explain, check this:

Code: Select all

use uo;
use os;
use cfgfile;

include "include/client";
include "include/attributes";
include "equip";

program finring(who, item)

SetAttributeTemporaryMod( who, ATTRIBUTEID_ANATOMY, 100 );

  var val := HandleMods(who, item);
  return val;

endprogram
See a easy script....

But now to my question...
When i equip that item (which is a ring ),
I get +10 in the skill Anatomy :)

But when i unequip the ring my Anatomy skill still is 110.
so could anyone help me with what code i should put
to make my anatomy go to 100 when i unequip the ring.

As always im really happy to get replies :D

Thanks!
Yukiko
Distro Developer
Posts: 2826
Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

The bonus added to the Anatomy skill needs to be removed in your unequip script. Bonuses on equipped items are typically handled in the equip/unequip scripts.
Ultimate`
New User
Posts: 23
Joined: Fri Jul 07, 2006 9:54 pm

Post by Ultimate` »

This is what I would also like to know... what would the script look like for the ring or whatever you make?
Harley
Forum Regular
Posts: 360
Joined: Sat Mar 18, 2006 1:41 am

Re: Interresting question :)

Post by Harley »

Code: Select all

use uo;
use os;
use cfgfile;

include "include/client";
include "include/attributes";
include "equip";

program finring(who, item)

SetAttributeTemporaryMod( who, ATTRIBUTEID_ANATOMY, 1000 );

  var val := HandleMods(who, item);
  return val;

endprogram
If you write 10 you get1.
If you write 100 you get 10.
If you write 1000 you get 100.
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tekproxy
Forum Regular
Posts: 352
Joined: Thu Apr 06, 2006 5:11 pm

Post by tekproxy »

It's measured in 10ths of a point. Adding 100 points is really 100 10ths of a point, which equals 10.0 skill points. Adding 115 would make the skill go up 11.5.
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