Two ideas for .64 - please review
I fully understand, Graf. I was thinking more about the first option.
Script that checks player's weapon (it's already there)
Script that defines Monster's Armour class?
But this has a serious drawback, if someone manages to switch the weapons quickly, it could complete spoil the fun. Holding a weapon that can damage a specific monster, but then again watching a projectile shot before, that CANNOT damage it. With this script the monster will take damage anyway...
Script that checks player's weapon (it's already there)
Script that defines Monster's Armour class?
But this has a serious drawback, if someone manages to switch the weapons quickly, it could complete spoil the fun. Holding a weapon that can damage a specific monster, but then again watching a projectile shot before, that CANNOT damage it. With this script the monster will take damage anyway...

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You're not alone... Most features don't take any time at all, however pleasing the mappers and making the feature easy to use, takes an eternity.Graf Zahl wrote:Either you offer a way to the mapper to code this stuff or you construct a convoluted mechanism to create special damage lists and some means to specify them. I don't like the second option, though...
