I have no interest in using Zscript, or raising the version of source port required for running this mod for no real reason.worldendDominator wrote:Also, I noticed that the mod still uses open-script with RaduisGive to legendarify stuff. I think the same thing can be achieved with a ZScript handler, while also giving a chance to legendarify to monsters spawned after the map start.
Yeah, forgot about that one, my bad.isaacpop23 wrote:Bug thing: If you use auto-aim with the shielding effect, then your shots are constantly angled upwards (tested with the Plasma Gun in 2.1).
aaaaaaaaaaaaaaaaaaaaaDabbingSquidward wrote:I know you can't please everyone and you don't have to, but my only personal issue with LegenDoom is again the amount of ammo available to the player. Dropped clips that give 10 bullets and map-spawned shotguns that give 4 shells I can sort of live with. But 40 bullets per chaingun/ner is just too much
They are technically monsters, due to some reason so old I can't even remember why. I'll probably poke it sometime to see why they're like that, and then start screaming or something. WHO KNOWSDabbingSquidward wrote:Are the weapon pickups switchable decorations? Because with IDDT they appear blue on my map, the same color I have set for non-counting monsters.
Oh right, I forgot to add the subtracted firetimes to the guns.Churrupez wrote:Quickdraw Pistol fires much faster than it should.
Xangi went out of his way to make a little compatibility patch that'll let you play LegenDoom with Babel Monsters, it's been added to the main post under ADDONS. Thanks!