Senior Member
Join Date: Jul 2007
Location: Syracuse, NY (USA)
Posts: 213
|
I have replaced several standard weapons with my own variants of those weapons (i.e. bone longsword replaces longsword). Everything seems to work fine until I try to equip the character with those weapons - if the character has WepProf.wLongsword it does not apply to my new longsword. Is that not how the replace mechanism is supposed to work?
The "counts as weapon" doesn't seem to work for me either. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
huntercc wrote:
> > > I have replaced several standard weapons with my own variants of those > weapons (i.e. bone longsword replaces longsword). Everything seems to > work fine until I try to equip the character with those weapons - if the > character has WepProf.wLongsword it does not apply to my new longsword. > Is that not how the replace mechanism is supposed to work? > > The "counts as weapon" doesn't seem to work for me either. Hi there, Unfortunately you've found a hole in the way that the weapon proficiency stuff works in conjunction with the replace mechanism. You're right - that's how it should work. HL isn't handling the case of a weapon being replaced properly, so it doesn't. We've added this to our list of stuff to fix. Until then, you should be able to fix this by adding a simple script: var result as number if (hero.tagis[WepProf.wLongsword] <> 0) then result = assign[Helper.Proficient] endif At around PreLevel / 10000. Hope this helps, -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#2 |
Senior Member
Join Date: Jul 2007
Location: Syracuse, NY (USA)
Posts: 213
|
Thanks! I assume that script would go on the weapon thing? Is the "counts as weapon" something that's not working yet, or am I not understanding how it works? I got the impression it would make weapon A be treated as if it were weapon B. Seems like it could be flexible, if you wanted a weapon to be similar to several different weapons.
|
#3 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
huntercc wrote:
> > > Thanks! I assume that script would go on the weapon thing? Is the > "counts as weapon" something that's not working yet, or am I not > understanding how it works? I got the impression it would make weapon A > be treated as if it were weapon B. Seems like it could be flexible, if > you wanted a weapon to be similar to several different weapons. You're understanding how it should work, and in most places it does in fact work like that. However, there's a specific case where it doesn't work - the one you discovered. That's one of the things that we need to fix. -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#4 |
Senior Member
Join Date: Jul 2007
Location: Syracuse, NY (USA)
Posts: 213
|
haha well it's good to know I'm not losing it - at least not entirely
|
#5 |
Junior Member
Join Date: Jan 2008
Posts: 15
|
could you elaborate on how to do this?
I want to do this for the Whip dagger i made, i added the weapon as wWhipDag and clicked on the eval script button, copied and pasted the above i there (changing the wlongsword to wWhip and when i test i get thing-invalid unique id |
#6 |
Senior Member
Lone Wolf Staff
Join Date: Dec 2008
Posts: 4,690
|
cignus7 wrote:
> > > could you elaborate on how to do this? > > I want to do this for the Whip dagger i made, i added the weapon as > wWhipDag and clicked on the eval script button, copied and pasted the > above i there (changing the wlongsword to wWhip and when i test i get > thing-invalid unique id Does the whip dagger replace the whip? If so, you shouldn't need a script - everything should just work. If it's present in addition to the whip, please post the script here so I can take a look at it. Thanks, -- Colen McAlister, colen@wolflair.com Chief Engineer, Lone Wolf Development |
#7 |
Junior Member
Join Date: Jan 2008
Posts: 15
|
I figured this one out...
|
#8 |
|
|