Quote:
Originally Posted by manikus
The second request is moot, as we've completely redone how "detect magic" works, as the new items database has at least one script attached to each item.
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Sounds good. Not sure your reasoning on scripting every item, but I'll leak ONE of my ideas for it: if you give some kind of scripted id for weapons and it attaches the id to your character (or an npc, or monster) when readied then you can have scripted abilities that take advantage of this, like disarm (oriental adventures martial arts style, or like the draconians that took your weapon away till end of combat when you killed one) becuz if you know the id then you know which weapon to take away (and/or return later).
cool then, that scripts don't automatically make a weapon "magical"
Quote:
Originally Posted by manikus
The first issue sounds like a bug, but not something that we will get to before version 1.0
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Not a big deal... and I can be patient
ST
ps, I'll be up and running by monday, so I'll DL the most recent release of DC then. Looking forward to it