Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc
Re: New feature: tripwire-triggered mines (claymore)[message #330085] Mon, 27 January 2014 16:32 Go to previous messageGo to previous message
hsuknowledge is currently offline hsuknowledge

Messages:2
Registered:January 2014
Location: ROC
I found a bug. Game revision is 6838/1923. Items that have 1 in the xml accept guns (any guns, that belong to ItemClass 2 I believe) as attachment. Whatever item I give this flag will turn into accepting guns. Even the guns themselves will.

Having looked through the attachment related xml's, I have no clue what triggers this behavior. Tripwire items (1524 and its copies 1591 through 1605) don't seem to accept any weapon except that they can merge with various grenades. The most puzzling part is, as long as I add that flag to an item, I don't need to modify any attachment xml's and I still get the item to accept guns.

Also, whenever I try to attach guns, skill check happens. If the merc's mechanical skill isn't high enough, he fails. So it seems that the skill check type is either 13 or 14. Hope this information helps sorting out this issue.


EDIT--Another issue:

The duplicate tripwire items won't stack as their uiIndex values are different, and other than item 1524, none of them can be used to make tripwire grenades or tripwire roll.

Modders may place the wrong ones(1591-1605) in containers, where they don't belong (they are meant for action items), or they may design a trap composed of different nets and different levels of tripwire, in which case after the network is revealed, players can collect different types of tripwire, which all look the same.

So I propose the simplest solution would be to add item transformation for items 1591-1605 to let them transform back to 1524.

[Updated on: Mon, 27 January 2014 17:33] by Moderator

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