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Old 03-06-2007, 01:02 PM   #6
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 41
Posts: 5,459
But what happens when player X has a stack of five darts in his inventory, splits them into five individual darts and equips them all in turn, waiting for the heartbeat to fire? In this case, the script would fill the 'depleted' stacks to their full size of five, giving the player 25 darts. With a bit of repetition players generate some 4 darts per heartbeat, and there's no telling if they disappeared into monsters, the inventory, stores, other players, or were left somewhere on the ground.

I imagine you'll need another check to see if they're the only returning darts in the player's inventory, and if not, you'll have to destroy all the others. Likewise, you need a check on unacquire to make sure any darts not dropped by the player are demolished. Lastly, though it's not essential, I'd suggest making sure the stack size doesn't become greater than 5 as well; a sure sign that something's wrong.

Of course, making sure you have more darts than you can get rid of in a round is indeed the only way to create 'unlimited' throwing weapons without disturbing a player's attack or bash sequences, you're right about that.
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