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Ego Ammo Creation
Posted: Sun Aug 01, 2010 2:54 pm
by Zaive
With the addition of ammo egos in Beta 8, could ammo creation have a higher chance of giving ammos with an ego at higher skill levels?
It would make the skill less of a 1 point wonder, maybe.
Also, would it be possible to add a low ammo warning?
Re: Ego Ammo Creation
Posted: Sun Aug 01, 2010 3:56 pm
by yufra
Here is a patch against b8 for a low ammo warning. Any suggestions on what the warning level should be? I set it to 10 for now.
Code: Select all
--- modules/tome/class/interface/Combat.lua.old 2010-08-01 08:51:07.000000000 -0700
+++ modules/tome/class/interface/Combat.lua 2010-08-01 08:51:28.000000000 -0700
@@ -242,6 +242,11 @@
if sound then game:playSoundNear(ret.firsttarget or self, sound)
elseif sound_miss then game:playSoundNear(ret.firsttarget or self, sound_miss) end
+ -- Check the remaining amount of ammo
+ if ammo:getNumber() < 10 then
+ game.logPlayer(self, "You only have %d %s left!", ammo:getNumber(), ammo.name)
+ end
+
return ret.hitted
end
Re: Ego Ammo Creation
Posted: Sun Aug 01, 2010 4:00 pm
by Taxorgian
I would say 50 arrows. Before the advent of ego arrows I'd have said 99. [However, alert at 50 and 40 and 25 before giving repeated messages.]
Re: Ego Ammo Creation
Posted: Sun Aug 01, 2010 4:08 pm
by darkgod
done
Re: Ego Ammo Creation
Posted: Sun Aug 01, 2010 4:11 pm
by yufra
Hmmm, well currently you get repeating messages for anything under 10. I guess you could do:
Code: Select all
+ local qty = ammo:getNumber()
+ if qty == 50 or qty == 40 or qty <= 25 then
However, if you use multiple shots you risk skipping over the 50 and 40 marks. You would have to add a stored variable to the player to do a better check... not sure what DG wants to do in that case.
Re: Ego Ammo Creation
Posted: Sun Aug 01, 2010 6:39 pm
by Zaive
Done....? Does that just mean the ammo warning or is the ego ammo create there too?

Re: Ego Ammo Creation
Posted: Sun Aug 01, 2010 6:53 pm
by darkgod
Both
