creating stable chaos
making patterns where there should be none
sewing order into the chaos
you spit in the face of random numbers, of chaos
Config ARMOR_OF_THE_OMMEL;
{
StrengthModifier = 160;
DefaultSize = 80;
DefaultMainVolume = 5000;
BitmapPos = 64, 208;
Possibility = 2;
NameSingular = "armor";
PostFix = "of the Ommel";
MainMaterialConfig = { 2, OMMEL_BONE, OMMEL_TOOTH; }
MaterialConfigChances = { 2, 100, 1; }
InElasticityPenaltyModifier = 20;
FireResistance = 15;
ElectricityResistance = 15;
AcidResistance = 3;
PoisonResistance = 3;
BaseEnchantment = 0;
Price = 500;
PriceIsProportionalToEnchantment = true;
EnchantmentPlusChance = 1;
IsMaterialChangeable = false;
}
Config BROKEN|ARMOR_OF_THE_OMMEL;
{
Possibility = 4;
StrengthModifier = 75;
BitmapPos = 64, 224;
FormModifier = 20;
Price = 50;
MainMaterialConfig = { 2, OMMEL_BONE, OMMEL_TOOTH; }
MaterialConfigChances = { 2, 75, 1; }
EnchantmentPlusChance = 2;
InElasticityPenaltyModifier = 35;
FireResistance = 5;
ElectricityResistance = 5;
AcidResistance = 1;
PoisonResistance = 1;
}
Config BOOT_OF_THE_OMMEL;
{
Possibility = 2;
PostFix = "of the Ommel";
MainMaterialConfig == OMMEL_BONE;
MaterialConfigChances == 100;
AffectsLegStrength = true;
AffectsAgility = true;
Price = 150;
BaseEnchantment = 1;
PriceIsProportionalToEnchantment = true;
EnchantmentPlusChance = 1;
IsMaterialChangeable = false;
}
Config BROKEN|BOOT_OF_THE_OMMEL;
{
DefaultSize = 30;
FormModifier = 30;
BitmapPos = 80, 368;
Possibility = 4;
AffectsLegStrength = false;
AffectsDexterity = false;
Price = 60;
EnchantmentPlusChance = 2;
InElasticityPenaltyModifier = 30;
} Config GAUNTLET_OF_THE_OMMEL;
{
Possibility = 2;
PostFix = "of the Ommel";
MainMaterialConfig == OMMEL_BONE;
MaterialConfigChances == 100;
AffectsArmStrength = true;
AffectsDexterity = true;
Price = 150;
BaseEnchantment = 1;
PriceIsProportionalToEnchantment = true;
EnchantmentPlusChance = 1;
IsMaterialChangeable = false;
}
Config BROKEN|GAUNTLET_OF_THE_OMMEL;
{
DefaultSize = 30;
FormModifier = 30;
BitmapPos = 80, 368;
Possibility = 4;
AffectsArmStrength = false;
AffectsDexterity = false;
Price = 60;
EnchantmentPlusChance = 2;
InElasticityPenaltyModifier = 30;
} Config HELM_OF_THE_OMMEL;
{
DefaultSize = 40;
DefaultMainVolume = 250;
StrengthModifier = 150;
FormModifier = 25;
BitmapPos = 48, 32;
Possibility = 2;
PostFix = "of the Ommel";
AffectsPerception = true;
AffectsCharisma = true;
MainMaterialConfig == OMMEL_BONE;
MaterialConfigChances == 100;
BaseEnchantment = 1;
Price = 160;
PriceIsProportionalToEnchantment = true;
CoverPercentile = 90;
HelmetBitmapPos = 96, 432;
EnchantmentPlusChance = 2;
}
Config BROKEN|HELM_OF_THE_OMMEL;
{
BitmapPos = 64, 32;
Possibility = 4;
Price = 50;
AffectsPerception = false;
AffectsCharisma = false;
HelmetBitmapPos = 112, 448;
EnchantmentPlusChance = 4;
} Config CLOAK_OF_PROTECTION;
{
DefaultMainVolume = 3750;
Possibility = 1;
StrengthModifier = 350;
PostFix = "of protection";
Price = 500;
MainMaterialConfig = { 5, NYMPH_HAIR, OMMEL_HAIR, PHOENIX_FEATHER, ANGEL_HAIR, SPIDER_SILK; }
MaterialConfigChances = { 5, 100, 50, 20, 7, 1; }
EnchantmentPlusChance = 3;
}
Config BROKEN|CLOAK_OF_PROTECTION;
{
Possibility = 3;
StrengthModifier = 125;
Price = 300;
EnchantmentPlusChance = 5;
MainMaterialConfig = { 4, OMMEL_HAIR, PHOENIX_FEATHER, ANGEL_HAIR, SPIDER_SILK; }
MaterialConfigChances = { 4, 100, 50, 15, 3; }
}
Config BRACER;
{
Possibility = 200;
DefaultMainVolume = 150;
StrengthModifier = 95;
NameSingular = "bracer";
InElasticityPenaltyModifier = 10;
MainMaterialConfig = { 7, LEATHER, HARDENED_LEATHER, COPPER, BRONZE, IRON, STEEL, METEORIC_STEEL; }
MaterialConfigChances = { 7, 1000, 750, 400, 300, 150, 75, 15; }
}
Config BROKEN|BRACER;
{
InElasticityPenaltyModifier = 15;
MainMaterialConfig = { 8, HARDENED_LEATHER, BRONZE, IRON, STEEL, METEORIC_STEEL, DRAGON_HIDE, ARCANITE, MITHRIL; }
MaterialConfigChances = { 8, 500, 700, 550, 400, 250, 5, 40, 10; }
EnchantmentPlusChance = 20;
}
kobold lord
kobold lord
Here's the non-code content of the other thread:
skunk