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Dual Weild Question


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#1 ronin

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Posted 18 November 2006 - 08:58 AM

What would I have to edit in order to dual weild azuredge and rifthome axe's while still maintaining the throw abilities of both?

Would be awesome to throw both of them during combat.

ronin

#2 CamDawg

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Posted 18 November 2006 - 11:21 AM

Any item with a ranged attack--even if it's not selected in the case of a ranged/melee capable weapon (i.e. Azuredge)--can not be placed in the offhand, nor can another weapon be wielded if they're in the main hand. It's hardcoded AFAICT.

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#3 ronin

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Posted 18 November 2006 - 01:36 PM

Damn :(

Thanks for replying tho.

ronin

#4 AnnabelleRose

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Posted 18 November 2006 - 10:01 PM

Unconventional thought.

Why not make them upgradeable to a single item that throws with the properties of both?

I don't think it could be coded (allthough I am n00bish at coding) to switch the properties every other throw but that would be rather cool.

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#5 Azazello

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Posted 19 November 2006 - 10:52 AM

This was a component of The Art of Weaving mod, and should be a part of RPG Dungeon Kit Pack:

2.5 DUAL-WIELDING FOR THROWN WEAPONS TWEAK

One-handed melee weapons that also have a ranged ability -- throwing axes, throwing daggers and some warhammers -- cannot be dual-wielded. This component allows you to switch between the original, melee/ranged version, and a non-ranged version that can be equipped in the off hand. Hit "Use Item" when you have the weapon equipped to change version.

The weapons affected are:
Boomerang Dagger +2
Fire Tooth +3 (the dagger, not the crossbow)
Dwarven Thrower +3
Throwing Axe +2
Hangard's Axe +2
Rifthome Axe +3
Azuredge (compatible with Item Upgrade, if IU is installed BEFORE this mod)
K'logarath +4 (ToB only)

Note1: this component does *not* allow you to hurl missiles with your off hand, only to use the listed weapons as if the ranged ability didn't exist. Because it, um, doesn't.
Note2: to make these weapons adhere to the new rules of Ashes of Embers, install AoE *after* this component.
Note3: you'll notice that after the switch, the weapon's icon remains in you quick weapon slot until you equip something else there. Nothing I can do about that, sorry.


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#6 Sticz

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Posted 20 November 2006 - 08:04 AM

It looks like that mod does editing of the weapon's abilities (similar to the invisibility on the "ring of invisibility). That would solve your problems as far as having the ability to dual wield your weapons and still be able to throw them on occasion.

You could also assign an innate ability of "Hurl my thingy" that did the weapon's damage and used the PROJECTILE animation. You would have to have this innate ability activated only while worn and you would want to tinker with it to get it right. Look at the Innate "tracking" for a good idea as far as being able to repeatedly cast an innate spell. The major drawbacks to this would be the equipping effects can sometimes stack and you would have 400 chages of the spell after going in and out of areas a few times.

Another option would be to use that same spell above and throw it into a script: Written to show that if you have this weapon, it casts this spell "Hurl my thingy" at the range you need.

Just options. I personally prefer two-handed weapons or sword and shield style to dual wielding.


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