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-   -   EditPad Pro (http://forum.shrapnelgames.com/showthread.php?t=15115)

henk brouwer April 6th, 2004 04:58 PM

Re: EditPad Pro
 
Quote:

Originally posted by ace joh:
Been a while, decided to get back at modding and already have some more problems (I can feel this project's gonna be long and painful http://forum.shrapnelgames.com/images/icons/icon7.gif )
Anyway :
*Is there a good way to prevent ammo from stacking (they are the same class, but have different effects, eg. AP, HE, HEAT, sabot, ...), or alternatively make a weapon able to use multiple ammo classes?
Right now, if I would have sabot ammo, and pick up AP, the AP would become sabot.

<font size="2" face="sans-serif, arial, verdana">I *think* ammo won't stack if it has different special effects, like added fire damage, magic damage etc.. So you could perhaps assign some bogus special abilities to the ammo that you do not want to stack. You should be able to fire the different Versions with the same weapon.

Quote:

Originally posted by ace joh:

*can the ammo class itself change the maximum range? I tried this, but so far only the range of the 'bow' was used.

those are the ones that spring to mind right now. Thanks.

<font size="2" face="sans-serif, arial, verdana">I don't know, haven't tried to mod that part yet.

henk brouwer April 6th, 2004 05:03 PM

Re: EditPad Pro
 
Edit: double post deleted...

[ April 06, 2004, 16:45: Message edited by: henk brouwer ]

ace joh April 6th, 2004 05:23 PM

Re: EditPad Pro
 
almost thought this forum was completely dead http://forum.shrapnelgames.com/images/icons/icon7.gif
anyway : they already have different effects (well, all 'magic damage' with different values, but IC has 'fire damage' and 'make monsters flee' (wonder if this works when it's actually ammo http://forum.shrapnelgames.com/images/icons/icon7.gif )) and it still stacks... Tried alot of other things too, like unique item true, give it different base gold values, ...
But it seems it only looks at the ammo class http://forum.shrapnelgames.com/images/icons/icon9.gif
tried to make it as an 'item modifier', but does that also apply to items dropped by monsters? And can I somewhere alter the chance of finding modified items?

about the range : I wonder if the game actually uses it yet, I managed to hit monsters a few screens away, while the range should be '8'...

henk brouwer April 6th, 2004 05:43 PM

Re: EditPad Pro
 
Quote:

Originally posted by ace joh:
almost thought this forum was completely dead http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">It only took me a day to reply http://forum.shrapnelgames.com/images/icons/icon7.gif .

anyhow here's a quote from the patch history for DO:

1.01 Changed - Removed all magical effects from ammo types so that they can be stacked on each other regardless of class.

I thought that would mean that ammo types with magical effects wouldn't stack... guess I was wrong.

ace joh April 6th, 2004 05:47 PM

Re: EditPad Pro
 
Quote:

Originally posted by henk brouwer:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by ace joh:
almost thought this forum was completely dead http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">It only took me a day to reply http://forum.shrapnelgames.com/images/icons/icon7.gif .

</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/icon12.gif

Hmm, perhaps I should reinstall DO and see how the ammo looked before the patch...

edit : well, when I copy the ammo from DO1.0 to the new Version, it no longer stacks, so I guess I'll get back to using v1.0 http://forum.shrapnelgames.com/images/icons/tongue.gif .

edit2 : strange, this edit is all wrong, I meant I copied the ammo classes I created to DO1.0, and it worked fine there.

[ August 03, 2004, 11:46: Message edited by: ace joh ]


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