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Author Topic: Weapons tag questions.  (Read 587 times)

Flaede

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Weapons tag questions.
« on: January 10, 2009, 08:46:29 am »

A quick search of forum and wiki turned up nothing except proof it's still in the stringdump, so...
I get what the STICK_CHANCE tag is, but how does it work?
I'm guessing
Code: [Select]
[STICK_CHANCE:number] but what is that number? is it a percentage? what format should I use. It seems to still be around, according to what the wiki says, but no weapons currently utilize it so I have no format-guide.

(I`m trying to make a full set ``mood``-skill weapons, and some of them really should get caught in things alot).
« Last Edit: January 10, 2009, 12:23:10 pm by Flaede »
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Demonic Gophers

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Re: Weapons tag questions.
« Reply #1 on: January 10, 2009, 02:24:05 pm »

Sure there are weapons that use it.  Or at least, one weapon.

Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_WHIP]
[NAME:whip:whips]
[DAMAGE:20:GORE]
[WEIGHT:10]
[SKILL:WHIP]
[TWO_HANDED:3]
[MINIMUM_SIZE:3]
[MATERIAL_SIZE:1]
[STICK_CHANCE:0]

I don't know exactly how it works, but I've made darts with [STICK_CHANCE:200], and they seem to work.  They get stuck frequently, but not always.
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Gunner-Chan

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Re: Weapons tag questions.
« Reply #2 on: January 10, 2009, 02:37:47 pm »

This is nice to know, now I guess I don't need to worry about people pulling bullets out of themselves with their bare hands. (A CANT_GRASP flag would be awesome though)
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Flaede

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Re: Weapons tag questions.
« Reply #3 on: January 10, 2009, 08:27:41 pm »

I knew about how to set it to 0, but no one knows the range of numbers? I'll mostly avoid it, then.
 (That 200 thing was a useful starting point, though, thanks.)
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]