So I did a bit of script-hacking earlier, and created some simplish items which I may hopefully enhance later. They are all "enhanced" stat-boost gear, i.e. the boots are a combination of boots of Strength and boots of Agility, the helmet gives you Charisma and Perception, etc. The armor is the only real exception, granting you 15 fire and electricity resistance, and 3 poison and acid resistance. Eventually, if I ever brush off my coding skills, I intend to make them work as a "set", and grant additional bonuses the more of them you have. The downside to these items? Not only are they quite rare, but they are also made of ommel bone, and cannot be CMed. They'll last a while, but sooner or later they will rot off of your body.
I present to you, the Items of the Ommel:
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;
}
And the Cloak of Protection:
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;
}
Don't forget to define them when you add them in. Any comments (balancing, problems, etc) are welcome.