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Post by grrraaaa on Mar 8, 2008 23:26:38 GMT -5
So I started an archer, saved a BUNCH of gold, and waited around the black market until I saw a returning bronze arrow. They're horribly expensive for a level 7 character, and only sold one at a time. You know, because it returns. You don't need two. Of course, what the merchant failed to mention, is that they easily BREAK. The splinters and bent arrowhead don't return, just in case you were wondering.
Do you think these things might benefit from the 'indestructable' tag? Because 6600 gold is a LOT for one kill.
- Gra
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Post by Variaz on Mar 8, 2008 23:29:25 GMT -5
This is an oversight from me, I made the returning arrows after the ranged scripts, and forgot about that. Shouldn't be very hard to fix, just a few tweaks in the scripts.
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Post by grrraaaa on Mar 8, 2008 23:45:33 GMT -5
I went in k_info and cut-copy-pasted the returning mithril arrow's indestructable tag line into the bronze, iron, and steel returning arrows.
The first time I started Port, I got a message telling me that it's ignoring the defective k.info. Is this bad?
- Gra
ps: second time I started the game, it didn't yell at me about k_info
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Post by Variaz on Mar 9, 2008 0:02:29 GMT -5
No, not at all, it's quite normal. It's just a message that you've updated the k_info, and therefore it's recreating the raw data dump.
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Post by grrraaaa on Mar 9, 2008 3:23:51 GMT -5
Good to know!
Now, are you 100% sure that the INDESTRUCTABLE tag will prevent ammo from being destroyed after being fired? Or is that tag only good for safeguarding items from monster damage?
I made plain old bronze tipped arrows indestructable just to test things out and I've already lost three in my first fight with a large murder of crows.
- Gra
ps: You have to love any animal who's group name is a 'murder'. I wonder what a group of elves would be called?
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Post by Gando on Mar 9, 2008 7:34:44 GMT -5
Grrrraaaa I think you need to hunt down the part of the script where it breaks the arrows, and insert code that checks for returners, then skip the breaking if that is set to true. A group of elves would be a coterie if Im not mistaken...
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Post by Variaz on Mar 9, 2008 14:49:57 GMT -5
Right now, indestructible does nothing at all. When durability was implemented, this flag made weapons and armors indestructible. Now, I've removed that, so the flag doesn't do anything.
Fixing that won't even require script tweaking. Ammos have parameters in the k_info to set the break change. In the case of a bronze returning arrow:
N:1036:& Returning Bronze Tipped Arrow~ G:{:g I:16:29:0 W:20:0:2:2000 A:20/1:50/4 P:0:1d3:0:0:0 U:1:0:0:0:0:0:0:0:0:0:0:15:25:0:0:0:0 F:SHOW_MODS | RETURNING
see that 15:25? 15 is the type of damages(Physical), and 25 is the break chance. Changing that 25 to 0 should fix the problem.
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Post by grrraaaa on Mar 9, 2008 21:49:56 GMT -5
OH!!! And I see that all of the returning ammos' destruct chances are set to a nice round Zero in the new build. I'm looking forward to grabbing me some metalic bows! Show those gunners who the real ranged terror is - Gra! ps: If I haven't said so before, this game rocks socks! Keep up the great work!
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Post by grrraaaa on Mar 10, 2008 5:52:32 GMT -5
It happened again. I bought a returning bronze tipped arrow, recalled to the dungeon, shot a monster, and no more arrow. It's not on the ground and it's not in my inventory. Is the 'returning' code for arrows 100%?
My character is an elven marksman. His bow skill is around 18 so the arrow was sharpened if that makes any difference. He has 2 ability points each in Burning Shots and Venomous Shots and that's it.
- Grrraaaa!
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