Another interesting thing could be the explosive range / damage range of explosive weapons. Any chance for that? :p
Lexx said:Another interesting thing could be the explosive range / damage range of explosive weapons. Any chance for that? :p
Just carry weight would be a bit silly. Something like that would hit all of the derived stats. Should be relatively easy in any case, given that I already do very similar things for traits and skills.Ardent said:BTW, we were discussing at Mutants Rising the issue of game balance and we were wondering if it were possible to edit the way Carry Weight is calculated, in a similar manner like you can now edit Skills? Do you think it could make the next sfall release? Thanks a lot in advance!
Not really. If you want more granuality, you might as well boost max carry weight and the weight of all of the items. That would be the way I'd implement it internally in sfall anyway, except that I could divide by 10 or whatever on the inventory screen and show a decimal, whereas you'd have to edit the Lb string to something else to make the weights make sense.Ardent said:Another idea - would it be possible to give items a broader range of weight? Currently, you can only give integer values to item weight (so e.g. 0 or 1). Would it be possible to give 0.5 pound or 0.25 pound weight to items?
Dunno. Where's that currently stored? Surely not all explosives/explosive type weapons have the exact same range and damage?Lexx said:Another interesting thing could be the explosive range / damage range of explosive weapons. Any chance for that? :p
Dunno. Where's that currently stored? Surely not all explosives/explosive type weapons have the exact same range and damage?
You'll have to hack something together with hook scripts for that one.Lexx said:Heh, while we are at it... Molotov Cocktail gives explosive damage in the moment, because of it's explosion. It would be nice if we could set it to fire damage, additionally to it's explosive damage. Who doesn't want to see his enemies dance in fire, after throwing a molotov? :>
Slightly better, I guess. I don't have any of my stuff in front of me at the minute, so I'll have to wait till I get back home to check, but if there's just a hardcoded tile number somewhere it'll be easy to change. The trick will be making it weapon specific...Lexx said:Damage not, but I *think* the range is all the same for explosive damage.
Timeslip said:Just carry weight would be a bit silly. Something like that would hit all of the derived stats. Should be relatively easy in any case, given that I already do very similar things for traits and skills.
Not really. If you want more granuality, you might as well boost max carry weight and the weight of all of the items. That would be the way I'd implement it internally in sfall anyway, except that I could divide by 10 or whatever on the inventory screen and show a decimal, whereas you'd have to edit the Lb string to something else to make the weights make sense.
Surely not all explosives/explosive type weapons have the exact same range and damage?
Heh, while we are at it... Molotov Cocktail gives explosive damage in the moment, because of it's explosion. It would be nice if we could set it to fire damage, additionally to it's explosive damage. Who doesn't want to see his enemies dance in fire, after throwing a molotov? :>
Just getting the fire death animation is easy; use hs_deathanim1 with something like 'if(get_sfall_arg == PID_MOLOTOVE) then set_sfall_result(PID_FLAMER)'Lexx said:Someone knows how to write such a hook script? I surely don't. :p
Lexx said:A new request:
I've noticed that I can set container items to have "No Highlight" flag. But normal scenery doesn't have this... Any chance for this being added as well? I really hate it if my scenery is brightened up a lot, just because I step close to it... I mean, it's good in most cases, but if you have big art, then it is not.
So basically, you want floor tiles?Lexx said:Also it would be super cool if we could set some scenery to be totally flat... So flat that not even dead critters can be under it. I know this can be workarounded with splitting up the scenery and placing it on "correct" hex, etc... but bleh, that makes it so damn complex and time consuming. Plus, it doesn't always work anyway.
valcik said:I have noticed a mikrobug in the item highlight function in RP, Timeslip.
The items on a ground are highlighted when a Shift (or other defined) key is held, but when you enter the combat mode while holding Shift, all the items remains higlighted even after releasing of Shift. (If it is possible, it would be good to have some item highlight disabling function inserted before a first round of every combat.)
valcik said:..yay, that's right, Ardent. I never thought it may be intended!