Version 1.1 HOTFIX:
* magical munitions and weapons were created unidentified. That is fixed now.
Changes:
Thrown weapons are not longer destroyed. As in the original Dungeons and Dragons (v3.5) they are handled as below:
If the enemy is hit, it remains inside the enemy. If you missed your target you find it behind the enemy (where you throw it).
Munition is not longer destroyed if you missed the enemy.
As in the original Dungeons & Dragons (v3.5) munition is destroyed/unusable if you hit your enemy, and there is a 50% chance to find it behind your enemy if you missed.
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The .erf contains 2 scipts:
1 custom include
1 modificated bioware script
Installation:
Only import both scripts. Overwrite nw_c2_default5.
Posted by nayland at 2006-12-21 16:46:20 Voted 10.00 on 12/21/06
Excellent! This is great with my PC's, they love that they can retrieve some of their ranged ammo now.
Thanks!
Posted by Darkvalley at 2006-12-19 16:32:17 Voted 10.00 on 09/24/06
Hatte mal ne mail geschrieben zwecks eines "problems" mit dem Elf-exp tileset des CTP, schaut hier denn noch jemand rein? Antwort wär ganz toll..danke!
Posted by Darkvalley at 2006-09-24 10:40:29 Voted 10.00 on 09/24/06
Sehr nützlich, hab ich mir schon lang gewünscht, Danke!!
grüsse
Darky
UPDATE: (v1.1)
** Hotfix for magical weapons & muntion. (identified now) _________________________ Link
Posted by Sharona Curves at 2006-08-19 01:29:30 Voted 10.00 on 08/19/06
this is some good stuff. when i build i like to add special properties to custom munitions and throwing weapons. it is always a shame that the PC spends 400+ gold on 10-25 uses of these items.
with this rules adjustment script there will be added value to my PCs expandable weapon purchases.
well commented scriptset. special thanks for the comment where a builder can change the percentage these weapons are destroyed OnHit too. very helpful for adjustment.
this one has been added to portfolio for continued refernce. thank you.
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