Mic

Member
Working publish 57, thanks to Quasar 🙂 , problem with finding the proper wording for a script. Anyone know the proper code expression for player mobiles, Max Resistance value. Trying to make an item ( which is consumed after use ), that changes the players Total max Resistance value permanently by +1.

I've tried: MaxResistBonus, MaxResistanceType.Energy, MaxResistance.Physical. Uggg wish I could do this at home, currently using my phone to try script out, not fun at all.
Post automatically merged:

So far I think is super close " mobile.GetMaxResistance(ResistanceType Physical) += 1; " but now I get

syntax error ',' expected error I get now. Feel like this is super close, errrr
 

Attachments

Last edited:
server error ' PlayerMobile ' does not contain definition for ' ResistanceType '

I'm just glad someone even tried to help 🙂

I won't give up, trying to learn coding while I work, but I've not had a day off in 71 days, at 10+ hours a day.

Appreciate the concern Zerodowned
 
PlayerMobile.ColdResistance, PlayerMobile.EnergyResistance, PlayerMobile.FireResistance, PlayerMobile.PoisonResistance, PlayerMobile.PhysicalResistance

Try those, since that is the field modified via props command.
 
Tried those awhile back, error states ' playermobile ' does not contain definition for ' PlayerMobile.EnergyResistance '

Very odd problem, i've been trying for weeks now, nothing I can come up with works. Your welcome to try and implement the tries yourself, I don't care about credit for anything. I just like to play a game 🙂
 
There don't have any properties with MaxResistance, only methods to calculate them.
You can add new properties to your PlayerMobile class, e.g.:
public int FireResistBonus { get; set; }
+ don't forget add this property to serialize/deserialize methods to save your value.

after it you can find in PlayerMobile.cs next method:
public override int GetMaxResistance(ResistanceType type)
There you can see how calculating max value of all resistance types.
C#:
Expand Collapse Copy
            int max = base.GetMaxResistance(type); // get default value of max resistance
             // add overcap mods
            #region SA
            max += Spells.Mystic.StoneFormSpell.GetMaxResistMod(this);
            #endregion
// add overcap mods
            max += BaseArmor.GetRefinedResist(this, type);

            if (type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect(this))
                max = 60;
// add overcap mods
            if (Core.ML && this.Race == Race.Elf && type == ResistanceType.Energy)
                max += 5; //Intended to go after the 60 max from curse
So now you can understand what you need to do, to add your custom values to these calculations. e.g.:

C#:
Expand Collapse Copy
if(type == ResistanceType.Fire && FireResistBonus > 0)
max += FireResistBonus;

So you can now finish your FireStone script, where need just use new property in OnDoubleClick method:
C#:
Expand Collapse Copy
PlayerMobile pm = from as PlayerMobile;
pm.FireResistBonus += 1;
 
That is amazing, and will take me some time to understand, so I can write the code without help. When i get sometime tomorrow, I'll write back, but 14+ hours days are kicking my energy. Seriously, your effort is really Appreciated. 🙂
 

Donations

Total amount
$50.00
Goal
$500.00

Shards

Back