example of heroic jewelry stats

would need to move this out of demo.  but the basic idea how to create
them.
This commit is contained in:
Wefi
2013-09-14 18:29:37 -05:00
parent 9bb8abc5fa
commit 9ce6600a1f
3 changed files with 78 additions and 0 deletions
+36
View File
@@ -44,6 +44,42 @@ def CreateStartingCharacter(core, object):
inventory.add(testCloak)
profession = object.getSlottedObject('ghost').getProfession()
addProfessionAbilities(core, object, profession)
heroism1 = core.objectService.createObject('object/tangible/wearables/necklace/shared_necklace_s10.iff', object.getPlanet())
heroism1.setStfFilename('static_item_n')
heroism1.setStfName('item_necklace_set_hero_01_01')
heroism1.setDetailFilename('static_item_d')
heroism1.setDetailName('item_necklace_set_hero_01_01')
heroism1.setStringAttribute('@set_bonus:piece_bonus_count_2', '@set_bonus:set_bonus_hero_1')
heroism1.setStringAttribute('@set_bonus:piece_bonus_count_3', '@set_bonus:set_bonus_hero_2')
heroism1.setStringAttribute('@set_bonus:piece_bonus_count_5', '@set_bonus:set_bonus_hero_3')
heroism1.setIntAttribute('cat_stat_mod_bonus.food_luck_modified' , 30)
heroism1.setIntAttribute('cat_stat_mod_bonus.food_precision_modified' , 30)
heroism1.setIntAttribute('cat_stat_mod_bonus.food_strength_modified' , 30)
inventory = object.getSlottedObject('inventory')
if not inventory:
return
inventory.add(heroism1)
heroism2 = core.objectService.createObject('object/tangible/wearables/bracelet/shared_bracelet_s03_r.iff', object.getPlanet())
heroism2.setStfFilename('static_item_n')
heroism2.setStfName('item_bracelet_r_set_hero_01_01')
heroism2.setDetailFilename('static_item_d')
heroism2.setDetailName('item_bracelet_r_set_hero_01_01')
heroism2.setStringAttribute('@set_bonus:piece_bonus_count_2', '@set_bonus:set_bonus_hero_1')
heroism2.setStringAttribute('@set_bonus:piece_bonus_count_3', '@set_bonus:set_bonus_hero_2')
heroism2.setStringAttribute('@set_bonus:piece_bonus_count_5', '@set_bonus:set_bonus_hero_3')
heroism2.setIntAttribute('cat_stat_mod_bonus.food_luck_modified' , 30)
heroism2.setIntAttribute('cat_stat_mod_bonus.food_precision_modified' , 30)
heroism2.setIntAttribute('cat_stat_mod_bonus.food_strength_modified' , 30)
inventory = object.getSlottedObject('inventory')
if not inventory:
return
inventory.add(heroism2)
return
def addProfessionAbilities(core, object, profession):
@@ -1,4 +1,25 @@
import sys
def setup(core, object):
return
def equip(core, actor, object):
##Heroism
if object.getStfName() == ('item_bracelet_r_set_hero_01_01'):
core.skillModService.addSkillMod(actor, 'strength_modified', 30)
core.skillModService.addSkillMod(actor, 'precision_modified', 30)
core.skillModService.addSkillMod(actor, 'luck_modified', 30)
return
return
def unequip(core, actor, object):
##Heroism
if object.getStfName() == ('item_bracelet_r_set_hero_01_01'):
core.skillModService.deductSkillMod(actor, 'strength_modified', 30)
core.skillModService.deductSkillMod(actor, 'precision_modified', 30)
core.skillModService.deductSkillMod(actor, 'luck_modified', 30)
return
return
@@ -1,4 +1,25 @@
import sys
def setup(core, object):
return
def equip(core, actor, object):
##Heroism
if object.getStfName() == ('item_necklace_set_hero_01_01'):
core.skillModService.addSkillMod(actor, 'strength_modified', 30)
core.skillModService.addSkillMod(actor, 'precision_modified', 30)
core.skillModService.addSkillMod(actor, 'luck_modified', 30)
return
return
def unequip(core, actor, object):
##Heroism
if object.getStfName() == ('item_necklace_set_hero_01_01'):
core.skillModService.deductSkillMod(actor, 'strength_modified', 30)
core.skillModService.deductSkillMod(actor, 'precision_modified', 30)
core.skillModService.deductSkillMod(actor, 'luck_modified', 30)
return
return