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TEST: Unequip, Multiple Ammo & Paperboys
Posted: 16 Nov 2013, 11:46
by wushin
Currently on TMW Test Server:
New Items SlingShot, SlingBullet
New Npcs Paperboys
Items Unequipping properly when requirements are not met:
*Skeleton Charm
*Bull Helmet
*Banshee Bow
*Lazarus Robe
*Heart of Isis
*SlingShot only allows SlingBullet ammo
*Bows only allow arrows
*Restricted Items
*Unreleased Items
New Item Icons.
Getting a SlingShot when starting the game
Buying SlingShot from NE Tulimshar Market.
Re: TEST: Unequip, Multiple Ammo & Paperboys
Posted: 19 Nov 2013, 01:02
by wushin
Items.xml lists wrong range of 2 when it's 3.
Re: TEST: Unequip, Multiple Ammo & Paperboys
Posted: 19 Nov 2013, 01:19
by Quinny
Ok here is what I saw. All equipment equipt right. I tried all is matches with lvl and stats. I'm not sure how long your (special tim of your is) but the skeleton charm quipped. Got the slingshot worked good. Twice as much damage then the knife you normally get ( you now get them both). Ammo equipped correctly also. It would not let you mix and match ammo. Was able to also summon and equip Assassin boots and gloves,Bromenal legs and sheild,and sword. Now with the sword it says damage+?. But by checking my stats it is +15. I was also able to summon the snake lord. However you could not see it just the damage it was trying to do. I never took any damage and was able to kill it.
Re: TEST: Unequip, Multiple Ammo & Paperboys
Posted: 19 Nov 2013, 17:01
by wushin
remember when testing you gave your character GM rights so GMs can equip certain things.
Trade or drop it to an Alt without such permissions.
Re: TEST: Unequip, Multiple Ammo & Paperboys
Posted: 19 Nov 2013, 19:58
by Quinny
It was a new char that I rolled last night while testing. If you want try to remove the gm commands from muy account and I will test it again I still have all the stuff in my bag I think. I did not us gm gm to get an extra permissions on this char. Unless it goes by account.
Re: TEST: Unequip, Multiple Ammo & Paperboys
Posted: 19 Nov 2013, 20:08
by o11c
Quinny wrote:It was a new char that I rolled last night while testing. If you want try to remove the gm commands from muy account and I will test it again I still have all the stuff in my bag I think. I did not us gm gm to get an extra permissions on this char. Unless it goes by account.
Yes, GM power goes by account, not character, and there are no plans to change that (directly).
However, a future version of TMWA might be able to temporarily drop GM until you log out ... shouldn't be too hard to implement.