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  1. Andronama

    Starting Stats and Skill Limits

    Not to sound like Noob #1 here but how would you structure the command? Would it be [global set Skills[SkillName.Alchemy].Cap 150 where playermobile
  2. Andronama

    Starting Stats and Skill Limits

    I guess this question is going to be aimed at both of you since you each have a part of the equation, so to speak. First, PyrO, your fix worked perfectly, I went through and got every skill all setup and for new character, it's no longer a problem. However for our current players, we still have...
  3. Andronama

    Setting the caps on different skills

    Alright. Our goal is to set different skills at different caps. We don't want anyone to "gain" over 120 but for certain skills, we'd like items with skill bonuses to still go over cap, but only to a certain point. For example: Magery - 120 w/ or w/o items. EvalInt - 120 w/o items, 150 with...
  4. Andronama

    Weapon Abilities on items with a non-weapon ItemID

    I'll test it out when I have a chance. Thanks a ton for the help! Will let you know how it turns out whenever it's completed.
  5. Andronama

    Starting Stats and Skill Limits

    Exactly what I needed, thanks man. Milva, thank you also for your links!
  6. Andronama

    Starting Stats and Skill Limits

    Sorry, should have clarified. I mean, where do you / how do you set individual skill caps? Say you want EvalInt to be hardcapped at 150 but Magery hardcapped at 120. I actually used your resource already and reference it from time to time haha. Thank you!!
  7. Andronama

    Starting Stats and Skill Limits

    Noticed nobody identified where you would set the skill caps. Anyone have a line of code to add or can point me in the direction of where in CharacterCreation you modify it?
  8. Andronama

    Weapon Abilities on items with a non-weapon ItemID

    Seems reasonable...kind of what I've been seeing. What started as making a simple mob has turned into hell haha. Let me know what you find...very curious to see if this can be confirmed.
  9. Andronama

    Weapon Abilities on items with a non-weapon ItemID

    Alright, trying that out now. Will let you know the results upon completion of testing. Nope, changing it to BaseSword or something else didn't fix it. Tried a couple others things as well. Going to try one more thing then if that doesn't work, would you mind if I sent my script to you by...
  10. Andronama

    Weapon Abilities on items with a non-weapon ItemID

    Hey everyone. Alright, usually I don't have any problems pumping out content or debugging things but this damn weapon is driving me up the wall. Basically, I made a "whip" from scratch as a BaseWeapon. Set the ItemID 3520 (Fishing Pole). Well, I set the weapon abilities to Paralyzing Blow and...
  11. Andronama

    Items with skills going over cap

    We're actually having the same trouble on our server. Did his fix work for you? Just want to know whether or not we should try this.
  12. Andronama

    Stabling Human Pets [Resolved]

    We have a Stable Stone available on the server and something between the Mercenary's BodyValue and the StableStone script were conflicting. I actually don't know what the issue was but the owner resolved the problem in maybe 30 seconds. As far as your fix went, we didn't have to change anything...
  13. Andronama

    Stabling Human Pets [Resolved]

    Alright, thanks both of you. We are currently trying out Neshoba's copy of Xanthos' program. If that doesn't end up working fine, we are going to try out your idea instead, Zero. Really appreciate the info, will respond once a fix is not only identified but implemented. This worked...
  14. Andronama

    Stabling Human Pets [Resolved]

    Hey guys, Alright, so the server I work on as an admin is having some problems. As I'm sure you're all familiar with, Evolution Mercenaries are/were a fairly common thing to have on servers. Now, because of conflicts with the Shrink System and our server, we had to yank it, instead adding in...

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