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Re: 1.13 Xml Editing[message #11692] Tue, 20 September 2005 20:44 Go to previous messageGo to previous message
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Registered:September 2000
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Originally posted by Madd Mugsy:
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Right now, if you are holding a pistol in one hand and a sniper scope in another, it has the same effect as if the scope was attached to the pistol! Ditto for the laser scope.
I goofed up: weapon bonuses are taken only from the waepon and its attachments, so what I wrote above is patently false Razz

However, vision bonuses are taken from everything except inventory pockets. Like I said, it's not problem if vests or helmets provide vision bonuses - it can't happen by accident. However, attachments to vests, etc. should not provide bonuses because that's almost certainly not what the modder means to do.

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This was part of the plan actually: To have them attachable to your helmet. What they could be attached to can be set in the Attachments.xml.
Right, but when someone makes headslot items attachable to the helmet or other armor, they most likely mean to store them there, as in a pocket, rather than to be able to look through the sun-goggles in their back pocket Wink What I've done is restricted vision bonuses to headslot items, armor, (raised) weapon, and (raised) weapon attachments. I think this makes sense.

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One solution is to make sure that you never have more than one such item active at any given moment. Another is to change the code so that even if you have more than one, only one will provide a benefit at any given moment. Which should it be?
I don't think this would be a good generic way to handle this. A modder might want to assign the same bonus twice to something. For instance, say a mod has some special ammo that is more aerodynamic and therefore gives a range bonus. Should that bonus be lost due to a barrel extender? Maybe, maybe not. It depends on the mod.
I meant specifically aimbonus, not other bonuses like flat to-hit bonus. Well, as long as modders don't make two different sights simultaneously attachable, they won't have a problem - otherwise it won't make sense.

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In fact, now that I'm thinking about it, we could probably add an ItemUsage.xml file and provide an enumeration of the possible effects.
Sounds complicated, but we'll see...

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