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March 2nd, 2004, 09:46 AM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: EditPad Pro
Weird, but there might be another less elegant way. You could copy the wrench sound inside the "sounds" directory of your own module and rename it to whatever the healtpotion sound is in the standard Version. The game should check for the soundfile in the mod folder before it checks the base folder.
I hope that works, I'm out of ideas :-(
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March 3rd, 2004, 01:10 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
Posts: 93
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Re: EditPad Pro
Great! It works now, Thanks a lot!
Weird thing is, the fuel sound still won't work, even though it never used a different sound (I gave it the drink.wav, not correct, but it was a start  ). It still uses the eat.wav. Boggles the mind... I'd think food automatically uses eat.wav, but then there's wine and ale...
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April 5th, 2004, 04:49 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: EditPad Pro
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  )
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.
*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.
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April 6th, 2004, 04:58 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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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 )
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.
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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.
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I don't know, haven't tried to mod that part yet.
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April 6th, 2004, 05:03 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: EditPad Pro
Edit: double post deleted...
[ April 06, 2004, 16:45: Message edited by: henk brouwer ]
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April 6th, 2004, 05:23 PM
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Corporal
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Join Date: Aug 2002
Location: belgium
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Re: EditPad Pro
almost thought this forum was completely dead
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  )) 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
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'...
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April 6th, 2004, 05:43 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: EditPad Pro
Quote:
Originally posted by ace joh:
almost thought this forum was completely dead
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It only took me a day to reply .
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.
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