New arrow problem
Re: New arrow problem
Awesome news! a loooong project coming to fruition 
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
Re: New arrow problem
I do believe I read that Petri was going to take a look at this sometime, too. -man that guy's got a full plate.
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
- Message me to join in!
Re: New arrow problem
I tried all enchant arrow spells with new ammo type arrows and the spell goes off and uses energy but does not enchant the arrows and their is no error or crash.
I need the exact spell script for each enchant arrow. I would guess that the spell looks for specific ammo type and that is all that would have to be changed. Maybe code for each new arrow with each type of magic damage attached to it and what it reverts too when that arrow is shot.
LG
I need the exact spell script for each enchant arrow. I would guess that the spell looks for specific ammo type and that is all that would have to be changed. Maybe code for each new arrow with each type of magic damage attached to it and what it reverts too when that arrow is shot.
LG
Dungeon Master and DOOM will live forever.
Re: New arrow problem
Rather than trying to reporgam the reverting mechanic, couldn't we, like Grimwold suggested, use the onProjectileHit hook to register if a, let's say, hunter arrow hits a monster? We could then store this somewhere in a table with a (monster_id, arrow) structure. Then, with the onDie hook, check for the number of arrows in the monster and destroy Broadhead arrows/respawn new arrows.
Let's say we shoot 2 hunter arrows, 1 fire arrow and 1 broadhead arrow at skeleton_warrior_1. When the monster dies, we'll get 4 broadhead arrows. As we registered 2 hunter arrows hitting it, upon it's death, the script searches the square for 2 broadhead arrows, destroys them, and respawns 2 hunter arrows.
Do you think it could work?
Let's say we shoot 2 hunter arrows, 1 fire arrow and 1 broadhead arrow at skeleton_warrior_1. When the monster dies, we'll get 4 broadhead arrows. As we registered 2 hunter arrows hitting it, upon it's death, the script searches the square for 2 broadhead arrows, destroys them, and respawns 2 hunter arrows.
Do you think it could work?
Re: New arrow problem
Omg.... i'm drinking a bit right now, so forgive me if i sound like a raving lunatic. But, garth. THIS IS SO MUCH SIMPLER THAN IT IS ABOUT TO BECOME. (sorry again.) Do not use "AmmoType" Arrow. EVAR! Ever! Use "AmmoType" Rudolph_the_red_nosed_reindeer if you have to. There is no hardcode to revert that to Broadhead arrow. (I THINK,) That is the only problem you are having trouble with. Make it "AmmoType" Rock, And nothing will ever revert, hardcoded. Did I explain that okay drunk?!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
Re: New arrow problem
Yes, msyblade... but if we wish to keep the hardcoded reversion AND enchanting spells hardcoding AND make old/new arrows compatible with the same bows?