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Re: EditPad Pro
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Re: EditPad Pro
Edit: double post deleted...
[ April 06, 2004, 16:45: Message edited by: henk brouwer ] |
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'... |
Re: EditPad Pro
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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. |
Re: EditPad Pro
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</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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