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[COMPLETE] wands...

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Cedmon

Sorceror
[COMPLETE] wands...

these need to be fixed so that you can toggle the specials also the dmg they do and speed... i have a pic below....
 

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  • wands.bmp
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psz

Administrator
Re: wands...

I use a fireworks wand on OSI as a mace weapon all the time.

(It's on my Semi-Perma-Ghost on Atlantic)
 

Cedmon

Sorceror
Re: wands...

that is an osi pic sorry should have specified i just think that wands yes should be useable as weapons... i mean you can do it on osi why not also i took a pic cause me and a buddy stole some from chests in destard yesturday and they had 0-0 for dmg and 0 speed so you could not swing with them.... lastly they had no charges so you never knew when they run out.

on this page it should teh possible spells wands can have and such figured it would help. I have no idea how to code for this stuff but i think it would be cool to dismount people on my naked character with a wand hehe.http://www.uoguide.com/Wand
 

LadyCrimson

Wanderer
Re: wands...

While discussing wand fixes, please also remember that wands on OSI will spawn with random charges like Greater Heal and other mods. The wands on Demise are weak and pointless :)
 
Re: wands...

LadyCrimson;566693 said:
While discussing wand fixes, please also remember that wands on OSI will spawn with random charges like Greater Heal and other mods. The wands on Demise are weak and pointless :)

we need a list of charges that can appear on wands. I don't think also flamestrike and blood oath appear on wands.

Then, we need to know how they spawn. I have hardly seen a wand here in Demise.

and then... let's code!
 

hickman48

Knight
Re: wands...

osd_daedalus;566734 said:
we need a list of charges that can appear on wands. I don't think also flamestrike and blood oath appear on wands.

Then, we need to know how they spawn. I have hardly seen a wand here in Demise.

and then... let's code!

mainly in dungeon chest in any dungeon
 

EvilChild

Knight
Re: wands...

According to uoguide.com

wands found are supposedly able to have:

"In addition to this, wands usually have both the Spell Channeling and Mage Weapon properties. This makes them invaluable items for training Magery with. "

http://www.uoguide.com/Wand


That's probably gonna need some OSI testing to see if they always spawn with sc/mage weapon... if its random like loot drops... or what not.
 

Cedmon

Sorceror
Re: wands...

taht link i gave has a list if all the spells that appear on wands also you get them from tresure chests from t-maps and things that i remember... maybe we can put them in teh stealable chests but for sure i know they have mage-weapon on then and sometimes spell chan but i only really want to use them on my naked dexxer hehe parry bushido mace chiv ninja spellweaving goign to rock...
 

Howl

Sorceror
Re: wands...

I can't wait to get beating people up with a fireworks wand :D

dismount and disarm... rawks!
 

Pont

Knight
Re: wands...

Howl;566700 said:
I can't wait til wands are fixed :D

Naked mace fighter, here we come.

I remember bringing this up ages ago ;).....

psz;566703 said:
You've seen me on OSI?!? :eek:

What! your a naked fighter too! :eek:

Howl;566710 said:
No, but I think it's just the fashion now :p

We should all start a guild!

He He, ok back to topic....
 
Re: wands...

This should do the trick:

Code:
Index: Scripts/Items/Wands/BaseWand.cs
===================================================================
--- Scripts/Items/Wands/BaseWand.cs    (revision 321)
+++ Scripts/Items/Wands/BaseWand.cs    (working copy)
@@ -24,6 +24,21 @@
 
     public abstract class BaseWand : BaseBashing
     {
+
+        public override int AosStrengthReq { get { return 5; } }
+        public override int AosMinDamage { get { return 9; } }
+        public override int AosMaxDamage { get { return 11; } }
+        public override int AosSpeed { get { return 40; } }
+
+        public override int OldStrengthReq { get { return 0; } }
+        public override int OldMinDamage { get { return 2; } }
+        public override int OldMaxDamage { get { return 6; } }
+        public override int OldSpeed { get { return 35; } }
+
+        public override int InitMinHits { get { return 31; } }
+        public override int InitMaxHits { get { return 110; } }
+
+
         private WandEffect m_WandEffect;
         private int m_Charges;
Fireworks wands are only wands that are currently working, they inherit properties from "MagicWand" and not "BaseWand". And BaseBashing won't tell default properties (maces, hammers... work with these overrides)

I have tested and looks like it works. I'd signal directly as ready, but let's respect the protocol... who will test it?

P.S. Values are took from MagicWand, they are same from Fireworks wands.
 
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