multiple ammo types

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o11c
Grand Knight
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multiple ammo types

Post by o11c »

Remember how we were going to implement multiple ammo types using onequip scripts, but ran into a problem with doubled bonuses?

Instead of unequipping immediately, schedule an event for 0 ticks, using 'addtimer'

Note that this requires an NPC to attach the event to, though.

For NPC events, the player must be on the same map UNLESS the NPC has a negative size.
The default size is 0 ...

The attached patch makes "-" NPCs have a negative size, so they can be used with events.
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[The extension patch has been deactivated and can no longer be displayed.]

Former programmer for the TMWA server.
LordDune
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Joined: 22 Feb 2013, 20:34

Re: multiple ammo types

Post by LordDune »

While you're on the subject, why do bone arrows have zero weight? They should at least weigh something!
Frost
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Joined: 09 Sep 2010, 06:20
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Re: multiple ammo types

Post by Frost »

Lord Dune, if you have nothing to add to the discussion, add nothing.
Especially don't revive old threads with irrelevant talk.
You earn respect by how you live, not by what you demand.
-unknown
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