breakable weapons?

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jik

Knight
I've noticed that weapons also have Durability, which is usually set over 10,000. Does this mean that if the weapon's Durability is set low enough, it could break?

I don't have a chance right now to test it out, but has anyone else looked at it?

Also, what does Abundance do? or Attach To?
 
I don't think weapons can break atm, I think armagan has already set hte durability of the weapons so that when he implements breaking weapons he doesn't have to set the durability.
And attach to is - I think - if you say left arm, the weapon gets attached to the left arm. Don't know for sure though.
 
The Pope said:
I'm pretty sure abundance is how often it appears in the shop.

I don't think so. That is due to the cost. Maybe it's just not implemented yet.
 
actually, abundance is how often it appears in stores. well, if you set it to 0, it doesnt show up in stores, so you can make what you want of that.
 
ah... Well, I know when I was first putting new weapons into the game, even at an Abundance of 100, I couldn't find my new weapons. I was told to make the cost 1, which I guess would double as how rare it is?
 
Actually both determine it, but abundance is more the deciding factor. If you were to set the abundance to 100 and then the cost of the weapon to the same cost of a sword of war, it'd appear as often as the sword of war after a few days.
The charger actually has 40 abundance, therefor it doesn't show up much (Not for me, at least.) And if it does there's never more then maybe two in that store.

I normally set anything I create to 255 (highest with the editor) and a lower price, and the next morning (game time) it's in about every store.
 
jagger said:
No.  Read the thread.  You can set the value to whatever you want.

excuse me, your reply had nothing to do with answering his question.

Tuckles said:
So, weapons CAN break?

I do beleive so, i am not for sure, so if another modder were to tell i would also appreciate it.  :grin:
 
stoooopid question, here.

where is "durability" found?

its not something i came accrost in my screwing around with script....

i've found hit_points(#), but thats not durability. maw
 
Next to an item...maybe only a weapon. In the script there should be something like "durability" next to abundance and cost.

I dunno for sure if its in python or not, havnt bothered to look, but I can definetly remember seeing it in the UE.
 
ok... i've seen it too...

in the python its "hit_points" with a value in parenths after... it looks like it was translated as durability in UE.

well...

i've discovered:

hit_points (durability in UE) when activated on a non-shield either:

1) does nothing, or
2) (in the case of a weapon being used to block) MAY take damage, and eventually break

i have to play with it more - it may be that

1. damage/break may be coded specifically to the tag "itp_type_shield"
2. damage/break may be coded specifically to the tag "itp_type_shield" and "itp_type_body_armor"
3. damage/break may be coded to allow damage to a weapon when used defensively, such as when a sword, staff, etc is used to block when the user has no shield
4. and, as always, NONE of the above

anyone play with it in python? anyone get a weapon or armor to shatter?

i'm gonna throw it on to all my hard armors and see what happens.
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i have noticed some relation to 'resistance' listed on the shield in game, and the body_armor rating in the python.

anyone know what this effects? is it an increase overall in body armor? or is it a 'shrug off'  of any damage less than that number in the rating?


*****************
you can tag a script on to the weapon that runs a script through a trigger to randomly determine a weapon break. in python, it is one of the last addressess (position 9). i got a puff of smoke going on once, at random, when someone used a great sword.... i had been trying to get random sparks, but just don't know enough about the whole shebang to finish it. point is, a trigger may be used to have aweapon do something, either predetermined or randomly, including breaking...

but, as i said, it was in official editor, using python scripts. maw
 
Lord Jaden said:
jagger said:
No.  Read the thread.  You can set the value to whatever you want.

excuse me, your reply had nothing to do with answering his question.

Actually, he completely answered the question. Weapons cant break, the number can be set to anything but the weapon still wont break.
 
and, after putzing around, i've been unable to get a tag working that will break a weapons or armors.  seems hit_points only works for shields. so the final word is, in .751 there is probably no easy way to change status of a weapon through an easy tweak.

but, although there is no direct tag to create a weapons break (or simulate permanent armor/helm damage), some smart cookie can put together a scheme running through the weapon/armor/helm as a trigger that could change status -

and not only a weapon break making it worthless or reducing it's status to battered, etc, but also maybe even a random weapon drop after a troop/player receives damage? now thats a screw over script i like. hmmmm...

i have added this to my list of things ta mess with, but i think the scripts are halfway done through other peoples mods...

and - LEARN PYTHON! maw
 
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