$AccessoryVar[
, $AccessoryType] = $
AccessoryType; For AccessoryType reference:
Axe
Sword
Bludgeon
Polearm
Ranged
$AccessoryVar[YourWeaponName, $SpecialVar] =
; For SpecialVar reference:
3 = MDEF
4 = Hit Points
5 = Mana Points
6 = Attack Strength
7 = Defense Strength
10 = Hit Points Regen
11 = Mana Points Regen
$AccessoryVar[YourWeaponName, $Weight] =
; $AccessoryVar[YourWeaponName, $MiscInfo] =
; $SkillType[YourWeaponName] = $Skill
; For SkillType reference:
Slashing
Piercing
Bludgeoning
Archery
$SkillRestriction[YourWeaponName] = $SkillName @
; $ItemCost[YourWeaponName] = GenerateItemCost(YourWeaponName); //**************************************** // YourWeaponName //**************************************** ItemImageData YourWeaponNameImage { shapeFile =
; For shapeFile reference:
hatchet
dagger
sword
short_sword
long_sword
elfinblade
katana
axe
pick
BattleAxe
spear
trident
mace
hammer
quarterstaff
longstaff
crossbow
longbow
comp_bow
mountPoint = 0; weaponType = 0; // Single Shot reloadTime = 0; fireTime = GetDelay(YourWeaponName); minEnergy = 0; maxEnergy = 0; accuFire = true; sfxFire =
; For sfxFire reference:
SoundSwing1
SoundSwing2
SoundSwing3
SoundSwing4
SoundSwing5
SoundSwing6
SoundSwing7
CrossbowShoot1
sfxActivate =
; For sfxActivate reference:
AxeSlash2
CrossbowSwitch1
}; ItemData YourWeaponName { heading = "bWeapons"; description =
; className = "Weapon"; shapeFile = "WillAutoFill"; hudIcon =
; For hudIcon reference:
dagger
blaster
katana
axe
pick
spear
trident
club
sclub
mace
hammer
grenade
bow
shadowDetailMask = 4; imageType = YourWeaponNameImage; price = 0; showWeaponBar = true; }; function YourWeaponNameImage::onFire(%player, %slot) { MeleeAttack(%player, GetRange(YourWeaponName), YourWeaponName); }
When you press "Format Entered Text" your weapon code will output to this location.
Download this Utility.