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- use uo;
- include "include/attributes";
- Const ArmorNeeded:= 5;
- Const ChainmailArmorNeeded:= 3;
- Const RingmailArmorNeeded:= 4;
- Const WeaponNeeded:= 1;
- Const FencingNeeded:= 1;
- /*function blah (me,item)
- var power:= GetObjProperty (item, "power");
- case (power)
- IRON:
- TALC: //adds dex
- MUSCOVITY: //adds intelligence
- CALCITY: //adds strength
- BRONZE: //resists fire
- ICEROCK: //resists lightning
- FLUORITE:
- DULLCOPPER:
- PLATINUM:
- PYROXENE: //immune firebreather
- ORTHOCLASE:
- COPPER: //blacksmith armor
- KYANITE: //taming armor
- SPECTRAL: //hear ghosts
- SILLIMANITE: //+5 all stats
- ONYX: //stealth
- OLIVINE:
- PYRITE: //nightsight
- QUARTZ: //Faster Healing
- MALACHITE: //mages armor
- GARNET:
- AZURITE: //chance to magic reflect
- TOURMALINE: //immune to poison
- TOPAZ: //Greater change to res
- AUGITE:
- HEMATITE:
- DOLERITE: //convert to stamina
- OBSIDEAN: //convert to mana
- CORUNDUM: //reactive armor - drains mana
- NEXUS: //reactive armor - drains stamina
- TITAN: //reactive armor - full damage - drains mana, stamina
- BLOODROCK: //more damage with swords
- ELVEN: //castable chainmail with -5 magery
- DRAGON1: //resist poison
- SUN: //castable ringmail with +5 macing
- AQUA: //+10 damage with fencing weapons
- ROSE: //chainmail hit point regen
- DARKSILVER: //+5 tinkering
- CRYSTALINE: //a gorget that can be used with necklaces
- endfunction
- */
- function p_icerock (me)
- var powername := "ICEROCK";
- var ICEROCKTotal:= ArmourCount(me, powername);
- if (ICEROCKTotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- Return;
- function p_garnet (me)
- var powername := "GARNET";
- var GARNETTotal:= ArmourCount(me, powername);
- if (GARNETTotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- Return;
- endfunction
- function p_hematite (me)
- var powername := "HEMATITE";
- var HEMATITETotal:= ArmourCount(me, powername);
- if (HEMATITETotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- Return;
- endfunction
- function p_spectral (me)
- var powername := "SPECTRAL";
- var SPECTRALTotal:= ArmourCount(me, powername);
- if (SPECTRALTotal >= ArmorNeeded)
- GrantPrivilege( me, "hearghosts" );
- me.enable("hearghosts");
- elseif (SPECTRALTotal == ArmorNeeded - 1)
- me.disable("hearghosts");
- RevokePrivilege( me, "hearghosts" );
- endif
- Return;
- endfunction
- function p_onyx (me)
- var powername := "ONYX";
- var ONYXTotal:= ArmourCount(me, powername);
- if (ONYXTotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- Return;
- endfunction
- function p_quartz (me)
- var powername := "QUARTZ";
- var QUARTZTotal:= ArmourCount(me, powername);
- if (QUARTZTotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- endfunction
- function p_topaz (me)
- var powername := "TOPAZ";
- var TOPAZTotal:= ArmourCount(me, powername);
- if (TOPAZTotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- endfunction
- function p_pyriteequip (me, otheritem)
- var powername := "PYRITE";
- var PYRITETotal:= ArmourCount(me, powername);
- if ((PYRITETotal == (ArmorNeeded-1)) && (GetObjProperty(otheritem, "power") == "PYRITE"))
- me.setlightlevel (0, 14400);
- sendsysmessage (me, "Your Pyrite armor lights up!",3,53);
- endif
- endfunction
- function p_pyriteunequip (me)
- var powername := "PYRITE";
- var PYRITETotal:= ArmourCount(me, powername);
- if (PYRITETotal == ArmorNeeded)
- var ns := CInt(GetObjProperty(me, "#ns"));
- if (ns>ReadGameClock())
- ns:=ns-ReadGameClock();
- else
- ns:=1;
- endif
- me.setlightlevel (0, ns);
- endif
- endfunction
- function p_pyroxene (me)
- var powername := "PYROXENE";
- var PYROXENETotal:= ArmourCount(me, powername);
- if (PYROXENETotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- endfunction
- function p_TOURMALINE (me)
- var powername := "TOURMALINE";
- var TOURMALINETotal:= ArmourCount(me, powername);
- if (TOURMALINETotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- endfunction
- function p_copper (me)
- var powername := "COPPER";
- var COPPERTotal:= ArmourCount(me, powername);
- if (COPPERTotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- endfunction
- function p_obsidean (me, sc:=0)
- var powername := "OBSIDEAN";
- var Total:= ArmourCount(me, powername)+sc;
- if (Total >= ArmorNeeded)
- SetObjProperty(me, "apower", 1);
- elseif(GetObjProperty(me, "apower")==1)
- EraseObjProperty(me, "apower");
- endif
- endfunction
- function p_dolerite (me, sc:=0)
- var powername := "DOLERITE";
- var Total:= ArmourCount(me, powername)+sc;
- if (Total >= ArmorNeeded)
- SetObjProperty(me, "apower", 2);
- elseif(GetObjProperty(me, "apower")==2)
- EraseObjProperty(me, "apower");
- endif
- endfunction
- function p_corundum (me, sc:=0)
- var powername := "CORUNDUM";
- var Total:= ArmourCount(me, powername)+sc;
- if (Total >= ArmorNeeded)
- SetObjProperty(me, "apower", 3);
- elseif(GetObjProperty(me, "apower")==3)
- EraseObjProperty(me, "apower");
- endif
- endfunction
- function p_nexus (me, sc:=0)
- var powername := "NEXUS";
- var Total:= ArmourCount(me, powername)+sc;
- if (Total >= ArmorNeeded)
- SetObjProperty(me, "apower", 4);
- elseif(GetObjProperty(me, "apower")==4)
- EraseObjProperty(me, "apower");
- endif
- endfunction
- function p_olivine (me)
- var powername := "OLIVINE";
- var OLIVINETotal:= ArmourCount(me, powername);
- if (OLIVINETotal >= ArmorNeeded)
- return 2;
- else
- return 0;
- endif
- Return;
- endfunction
- function p_titan (me, sc:=0)
- var powername := "TITAN";
- var Total:= ArmourCount(me, powername)+sc;
- if (Total >= ArmorNeeded)
- SetObjProperty(me, "apower", 5);
- elseif(GetObjProperty(me, "apower")==5)
- EraseObjProperty(me, "apower");
- endif
- endfunction
- function p_crystaline (me, sc:=0)
- var powername := "CRYSTALINE";
- var Total:= ChainmailArmourCount(me, powername)+sc;
- if (Total >= ChainmailArmorNeeded)
- SetObjProperty(me, "apower", 7);
- elseif(GetObjProperty(me, "apower")==7)
- EraseObjProperty(me, "apower");
- endif
- endfunction
- // ARMATURE CHE MODIFICANO LE STATS
- function p_talcequip (me,otheritem)
- var powername := "TALC";
- var TALCTotal:= ArmourCount(me, powername);
- if ((TALCTotal == (ArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "TALC"))
- AlterAttributeTemporaryMod(me, "Dexterity", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_talcunequip (me)
- var powername := "TALC";
- var TALCTotal:= ArmourCount(me, powername);
- if (TALCTotal == ArmorNeeded)
- AlterAttributeTemporaryMod(me, "Dexterity", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_calcityequip (me, otheritem)
- var powername := "CALCITY";
- var CALCITYTotal:= ArmourCount(me, powername);
- if ((CALCITYTotal == (ArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "CALCITY"))
- AlterAttributeTemporaryMod(me, "Strength", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_calcityunequip (me)
- var powername := "CALCITY";
- var CALCITYTotal:= ArmourCount(me, powername);
- if (CALCITYTotal == ArmorNeeded)
- AlterAttributeTemporaryMod(me, "Strength", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_muscovityequip (me, otheritem)
- var powername := "MUSCOVITY";
- var MUSCOVITYTotal:= ArmourCount(me, powername);
- if ((MUSCOVITYTotal == (ArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "MUSCOVITY"))
- AlterAttributeTemporaryMod(me, "Intelligence", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_muscovityunequip (me)
- var powername := "MUSCOVITY";
- var MUSCOVITYTotal:= ArmourCount(me, powername);
- if (MUSCOVITYTotal == ArmorNeeded)
- AlterAttributeTemporaryMod(me, "Intelligence", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_sillimaniteequip (me, otheritem)
- var powername := "SILLIMANITE";
- var SILLIMANITETotal:= ArmourCount(me, powername);
- if ((SILLIMANITETotal == (ArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "SILLIMANITE"))
- AlterAttributeTemporaryMod(me, "Strength", +50);
- AlterAttributeTemporaryMod(me, "Intelligence", +50);
- AlterAttributeTemporaryMod(me, "Dexterity", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_sillimaniteunequip (me)
- var powername := "SILLIMANITE";
- var SILLIMANITETotal:= ArmourCount(me, powername);
- if (SILLIMANITETotal == ArmorNeeded)
- AlterAttributeTemporaryMod(me, "Strength", -50);
- AlterAttributeTemporaryMod(me, "Intelligence", -50);
- AlterAttributeTemporaryMod(me, "Dexterity", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_darksilverequip (me, otheritem)
- var powername := "DARKSILVER";
- var DARKSILVERTotal:= ArmourCount(me, powername);
- if ((DARKSILVERTotal == (ArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "DARKSILVER"))
- AlterAttributeTemporaryMod(me, "TINKERING", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_darksilverunequip (me)
- var powername := "DARKSILVER";
- var DARKSILVERTotal:= ArmourCount(me, powername);
- if (DARKSILVERTotal == ArmorNeeded)
- AlterAttributeTemporaryMod(me, "TINKERING", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_sunequip (me, otheritem)
- var powername := "SUN";
- var SUNTotal:= ChainmailArmourCount(me, powername);
- if ((SUNTotal == (ChainmailArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "SUN"))
- AlterAttributeTemporaryMod(me, "HIDING", +50);
- AlterAttributeTemporaryMod(me, "STEALING", +50);
- AlterAttributeTemporaryMod(me, "SNOOPING", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_sununequip (me)
- var powername := "SUN";
- var SUNTotal:= ChainmailArmourCount(me, powername);
- if (SUNTotal == ChainmailArmorNeeded)
- AlterAttributeTemporaryMod(me, "HIDING", -50);
- AlterAttributeTemporaryMod(me, "STEALING", -50);
- AlterAttributeTemporaryMod(me, "SNOOPING", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_elvenequip (me, otheritem)
- var powername := "ELVEN";
- var ELVENTotal:= ChainmailArmourCount(me, powername);
- if ((ELVENTotal == (ChainmailArmorNeeded - 1 )) && GetObjProperty(otheritem, "power") == "ELVEN")
- AlterAttributeTemporaryMod(me, "TAMING", +50);
- AlterAttributeTemporaryMod(me, "ANIMALLORE", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_elvenunequip (me)
- var powername := "ELVEN";
- var ELVENTotal:= ChainmailArmourCount(me, powername);
- if (ELVENTotal == ChainmailArmorNeeded)
- AlterAttributeTemporaryMod(me, "TAMING", -50);
- AlterAttributeTemporaryMod(me, "ANIMALLORE", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_dragon1equip (me, otheritem)
- var powername := "DRAGON1";
- var DRAGON1Total:= ArmourCount(me, powername);
- if ((DRAGON1Total == (ArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "DRAGON1"))
- AlterAttributeTemporaryMod(me, "PROVOCATION", +50);
- AlterAttributeTemporaryMod(me, "MUSICIANSHIP", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_dragon1unequip (me)
- var powername := "DRAGON1";
- var DRAGON1Total:= ArmourCount(me, powername);
- if (DRAGON1Total == ArmorNeeded)
- AlterAttributeTemporaryMod(me, "PROVOCATION", -50);
- AlterAttributeTemporaryMod(me, "MUSICIANSHIP", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_bloodrockequip (me, item, dmg)
- var powername := "BLOODROCK";
- var BLOODROCKTotal:= WeaponCount(me, powername);
- if ((BLOODROCKTotal == (WeaponNeeded - 1)) && (GetObjProperty(item, "power") == "BLOODROCK"))
- SetObjProperty( me, "dmgmultiplier", 1.75 );
- RecalcVitals(me);
- Sendsysmessage (me,"Your Bloodrock weapon deals more damage!", 3,53);
- endif
- endfunction
- function p_bloodrockunequip (me)
- var powername := "BLOODROCK";
- var BLOODROCKTotal:= WeaponCount(me, powername);
- if (BLOODROCKTotal == WeaponNeeded)
- EraseObjProperty( me, "dmgmultiplier");
- RecalcVitals(me);
- Sendsysmessage (me,"Your deal normal damage again!", 3,53);
- endif
- endfunction
- function p_aquaequip (me, item, dmg)
- var powername := "AQUA";
- var AQUATotal:= FencingCount(me, powername);
- if ((AQUATotal == (FencingNeeded - 1)) && (GetObjProperty(item, "power") == "AQUA"))
- SetObjProperty( me, "dmgmultiplier", 1.75 );
- Print("FishTest");
- RecalcVitals(me);
- Sendsysmessage (me,"Your Aqua weapon deals more damage!", 3,53);
- endif
- endfunction
- function p_aquaunequip (me)
- var powername := "AQUA";
- var AQUATotal:= FencingCount(me, powername);
- if (AQUATotal == FencingNeeded)
- EraseObjProperty( me, "dmgmultiplier");
- RecalcVitals(me);
- Sendsysmessage (me,"Your deal normal damage again!", 3,53);
- endif
- endfunction
- function p_roseequip (me, otheritem)
- var powername := "ROSE";
- var ROSETotal:= RingmailArmourCount(me, powername);
- var armor:= 0;
- foreach item in ListEquippedItems(me)
- armor:= getobjproperty (item, "armor");
- if ((ROSETotal == (RingmailArmorNeeded - 1)) && (GetObjProperty(otheritem, "power") == "ROSE"))
- AlterAttributeTemporaryMod(me, "armor", +200);
- AlterAttributeTemporaryMod(me, "Dexterity", -50);
- RecalcVitals(me);
- endif
- endfunction
- function p_roseunequip (me)
- var powername := "ROSE";
- var ROSETotal:= RingmailArmourCount(me, powername);
- if (ROSETotal == RingmailArmorNeeded)
- AlterAttributeTemporaryMod(me, "ARMOD", -200);
- AlterAttributeTemporaryMod(me, "Dexterity", +50);
- RecalcVitals(me);
- endif
- endfunction
- function p_checkforarmorspecial (attacker, defender, rawdamage)
- var halfdamage:=rawdamage/2;
- //dolerite armor
- if ((CInt(GetObjProperty(defender, "apower"))==2) && (GetStamina(defender) - rawdamage >= 10))
- SetStamina(defender, GetStamina(defender) - rawdamage);
- rawdamage:= 0;
- RecalcVitals(defender);
- Sendsysmessage (defender,"Your Dolerite armor absorbs all the damage but drains your stamina!", 3,53);
- //Obsidean armor
- elseif ((CInt(GetObjProperty(defender, "apower"))==1) && (GetMana(defender) - rawdamage >= 10))
- SetMana(defender, GetMana(defender)-rawdamage);
- rawdamage:= 0;
- RecalcVitals(defender);
- Sendsysmessage (defender,"Your Obsidean armor absorbs all the damage but drains your mana!", 3,53);
- //Corundum armor
- elseif ((CInt(GetObjProperty(defender, "apower"))==3) && (GetMana(defender) - halfdamage >= 10))
- DealDamage(attacker, defender, halfdamage);
- SetMana(defender, GetMana(defender)-halfdamage);
- RecalcVitals(defender);
- Sendsysmessage (attacker,"Your opponant's armor repelled some damage back to you!", 3,53);
- Sendsysmessage (defender,"Your Corundum armor repels some damage back but drains your mana!", 3,53);
- rawdamage:= halfdamage;
- //nexus armor
- elseif ((CInt(GetObjProperty(defender, "apower"))==4) && (GetStamina(defender) - halfdamage >= 10))
- DealDamage(attacker, defender, halfdamage);
- SetStamina(defender, GetStamina(defender) - halfdamage);
- rawdamage:= halfdamage;
- RecalcVitals(defender);
- Sendsysmessage (defender,"Your Nexus armor repels some damage back but drains your stamina!", 3,53);
- Sendsysmessage (attacker,"Your opponant's armor repelled some damage back to you!", 3,53);
- //titan armor
- elseif ((CInt(GetObjProperty(defender, "apower"))==5) && (GetStamina(defender) - halfdamage >= 10) && (GetMana(defender) - halfdamage >= 10))
- DealDamage(attacker, defender, rawdamage);
- SetStamina(defender, GetStamina(defender) - halfdamage);
- SetMana(defender, GetMana(defender)-halfdamage);
- RecalcVitals(defender);
- Sendsysmessage (defender,"Your Titan armor repels all the damage back but drains your stamina and mana!", 3,53);
- Sendsysmessage (attacker,"Your opponant's armor repelled all the damage back to you!", 3,53);
- //onyx armor exceptional
- elseif ((CInt(GetObjProperty(defender, "apower"))==101) && (RandomInt(99) <= 10))
- rawdamage := rawdamage * 0.5;
- RecalcVitals(defender);
- Sendsysmessage (defender,"You get hit but your onyx armour hardens and takes some damage!", 3,53);
- //onyx armor normal
- elseif ((CInt(GetObjProperty(defender, "apower"))==111) && (RandomInt(99) <= 10))
- rawdamage := 0;
- RecalcVitals(defender);
- Sendsysmessage (defender,"You get hit but your onyx armour hardens and takes the damage!", 3,53);
- //onyx armor normal
- //crystaline chainmail
- elseif ((CInt(GetObjProperty(defender, "apower"))==7) && (RandomInt(99) <= 10))
- Sendsysmessage (defender,"Your Crystaline armor gives special protection!", 3,53);
- rawdamage := rawdamage * 0.5;
- AlterAttributeTemporaryMod(defender, "Strength", +50);
- RecalcVitals(defender);
- Sendsysmessage (defender,"Your Crystaline armor absorbs part of the damage!", 3,53);
- endif
- return rawdamage;
- endfunction
- Function ArmourCount(me, powername)
- //Var myarmor := ListEquippedItems( me);
- Var Counter := 0;
- Var pieces:= {0x13EC, 0X13F0, 0X13EE, 0X13F2, 0X13BF, 0X13C3, 0X13BE, 0X13BB, 0X140E, 0X1412, 0X140C, 0X140A, 0X1408,
- 0x1415, 0x1411, 0x1413, 0x1410, 0x1414};
- Var myarmor := {GetEquipmentByLayer( me, 4), GetEquipmentByLayer( me, 6), GetEquipmentByLayer( me, 7), GetEquipmentByLayer( me, 10),
- GetEquipmentByLayer( me, 13), GetEquipmentByLayer( me, 19), GetEquipmentByLayer( me, 24)};
- foreach item in myarmor
- if (GetObjProperty(item, "power") == powername);
- if(item.objtype in pieces)
- Counter := Counter + 1;
- endif
- endif
- endforeach
- Return Counter;
- endfunction
- Function ChainmailArmourCount(me, powername)
- //Var myarmor := ListEquippedItems( me);
- Var Counter := 0;
- Var pieces:= {0x13BF, 0x13BE, 0x13BB, 0x13C4, 0x13C3, 0x13C0};
- Var myarmor := {GetEquipmentByLayer( me, 4), GetEquipmentByLayer( me, 6), GetEquipmentByLayer( me, 7), GetEquipmentByLayer( me, 10),
- GetEquipmentByLayer( me, 13), GetEquipmentByLayer( me, 19), GetEquipmentByLayer( me, 24)};
- foreach item in myarmor
- if (GetObjProperty(item, "power") == powername);
- if(item.objtype in pieces)
- Counter := Counter + 1;
- endif
- endif
- endforeach
- Return Counter;
- endfunction
- Function RingmailArmourCount(me, powername)
- //Var myarmor := ListEquippedItems( me);
- Var Counter := 0;
- Var pieces:= {0x13ec, 0x13ed, 0x13ee, 0x13ef, 0x13f0, 0x13f1, 0x13f2};
- Var myarmor := {GetEquipmentByLayer( me, 4), GetEquipmentByLayer( me, 6), GetEquipmentByLayer( me, 7), GetEquipmentByLayer( me, 10),
- GetEquipmentByLayer( me, 13), GetEquipmentByLayer( me, 19), GetEquipmentByLayer( me, 24)};
- foreach item in myarmor
- if (GetObjProperty(item, "power") == powername);
- if(item.objtype in pieces)
- Counter := Counter + 1;
- endif
- endif
- endforeach
- Return Counter;
- endfunction
- Function WeaponCount(me, powername)
- //Var myarmor := ListEquippedItems( me);
- Var Counter := 0;
- Var pieces:= {0x13b9};
- Var myweapon := {GetEquipmentByLayer( me, 1), GetEquipmentByLayer( me, 2)};
- foreach item in myweapon
- if (GetObjProperty(item, "power") == powername);
- if(item.objtype in pieces)
- Counter := Counter + 1;
- endif
- endif
- endforeach
- Return Counter;
- endfunction
- Function FencingCount(me, powername)
- //Var myweapon := ListEquippedItems( me);
- Var Counter := 0;
- Var fpieces:= {0x1401};
- Var myweapon := {GetEquipmentByLayer( me, 1), GetEquipmentByLayer( me, 2)};
- foreach item in myweapon
- if (GetObjProperty(item, "power") == powername);
- if(item.objtype in fpieces)
- Counter := Counter + 1;
- endif
- endif
- endforeach
- Return Counter;
- endfunction
- Function LeatherArmourCount(me, powername, fixer := 0)
- //Var myarmor := ListEquippedItems( me);
- Var NormalCounter := 0;
- Var ExcepCounter := 0;
- Var pieces:= {0x13D6,0x13D5,0x13D4,0x13DA,0x13DB,0x1C02,0x1C0C
- ,0x13C7, 0x13CD, 0x13C6, 0x1DB9, 0x13CB, 0x13CC, 0x13D3, 0x1C06, 0x1C08, 0x1C0A, 0x1C00, 0x170B};
- Var myarmor := {GetEquipmentByLayer( me, 4), GetEquipmentByLayer( me, 6), GetEquipmentByLayer( me, 7), GetEquipmentByLayer( me, 10),
- GetEquipmentByLayer( me, 13), GetEquipmentByLayer( me, 19), GetEquipmentByLayer( me, 24)};
- foreach item in myarmor
- if (GetObjProperty(item, "power") == powername);
- if(item.objtype in pieces)
- NormalCounter := NormalCounter + 1;
- if(item.desc["Exceptional"])
- ExcepCounter := ExcepCounter + 1;
- endif
- endif
- endif
- endforeach
- if((ExcepCounter+fixer) >=(ArmorNeeded+1))
- return 2;
- elseif((NormalCounter+fixer) >= (ArmorNeeded+1))
- return 1;
- else
- return 0;
- endif
- endfunction
- //leather armors
- function p_blood (me)
- var powername := "BLOOD";
- return LeatherArmourCount(me, powername);
- endfunction
- function p_dragon (me)
- var powername := "DRAGON";
- return LeatherArmourCount(me, powername);
- endfunction
- function p_azure (me)
- var powername := "AZURE";
- return LeatherArmourCount(me, powername);
- endfunction
- function p_sand (me)
- var powername := "SAND";
- return LeatherArmourCount(me, powername);
- endfunction
- function p_green (me)
- var powername := "GREEN";
- return LeatherArmourCount(me, powername);
- endfunction
- function p_olive (me)
- var powername := "OLIVE";
- return LeatherArmourCount(me, powername);
- endfunction
- function p_onyxleather (me, sc:=0)
- var powername := "ONYX";
- var Total:= LeatherArmourCount(me, powername,sc);
- if (Total == 1)
- EraseObjProperty(me, "apower");
- SetObjProperty(me, "apower", 101);
- elseif(Total == 2)
- EraseObjProperty(me, "apower");
- SetObjProperty(me, "apower", 111);
- elseif(GetObjProperty(me, "apower") == 101 || GetObjProperty(me, "apower") == 111)
- EraseObjProperty(me, "apower");
- endif
- endfunction
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