Drog Black Tooth
Self-Ejected
- Joined
- Feb 20, 2008
- Messages
- 2,636
I actually went ahead and coded it, since it's simple. And I have to tell you, this was an awesome idea.Drog Black Tooth said:This is actually possible through scripting (once the weapon fires, it destroys a specific object (a throwing dagger) in a wielder's inventory and creates the same object in triggerer's inventory if a successful hit was made, and it's even possible that on miss it would create a dagger just around a wielder). It's actually an interesting idea, that would find some use for now useless throwing daggers.Faceless said:If they are retrievable it is less of an issue.
It would require the player to carry a backup weapon, in case of swarms of enemies, but for most enemies, 2, 3, 4 shots with the blade launcher will take them down.
Basically, the blade launcher now uses no ammo and does zero damage on its own. But if you have throwing daggers in your inventory it will use one when it shoots, and if a hit was successful then it will do the standard damage (D:30-60 FT:5-15) by script and put a dagger in a victim's inventory. And if it was a miss then a dagger will appear somewhere near the user and no damage will be done.
It's a lot of fun to shoot NPCs and see them take daggers out of their own bodies and throw them at you. After a battle you can collect all daggers from bodies (works with all types of creatures) and on the ground. This way the blade launcher seems overpowered, since daggers rarely get lost. But it somewhat brings realism to Arcanum. And it's really funny. Maybe I'll make daggers appear in bodies and on the ground in 70% of cases though.
You can get the file here. Extract the file into your Arcanum folder and run CleanCache.bat (which is supplied with the UAP) to wipe proto folder. This mod is actually compatible with any version of the game, since it's so simple.
Anyway, this was for a comic relief. Let's move on with the patch.