Well a complete upgrade system is quite some coding, but since you mention materials I would begin by setting this first, since materials most often(in my case at least) determine item property availability and/or magnitude. There is a good include file for materials, posted by Axe Murderer in the past. Look in the Omnibus, type material and click on the Rust Monster topic, copy and paste Axe's post, and you're ready to begin implementing materials. Of course, you'll have to define wich material does what etc... but it's nonetheless a good place to start. Then if you have something specific in mind and need help coding it, I'll do my best to help you out if I can.(I'm not yet a coding master like Funky, Lightfoot, Axe, Whizard or ShadoOow etc... but there is still much I can do)
Kato
Modifié par Kato_Yang, 15 novembre 2011 - 07:03 .