Topic says all. I will try to explain as best as I can. Playing as a thrower I found two problems.
- When you have no ammo left, you still have the weight penalty.
- If you take from the ground some throwing weapon, if you win, the next round you will have a "stack" of that scavenged weapon and there is no way to change it.
(code) suggestion:
I think that using ti_on_missile_hit with WSE features is an easy way to find the agent and checking if that agent have no ammo of that kind of throwing weapon, to remove that item from its inventory, or maybe a trigger that check in a interval if an itp_type_thrown item have 0 ammo.
You don't have the weight penalty. Trust me.
But what you do have is a jammed slot which is a pain in the arse. If you try pick up a shield and a 2 slot weapon it freaks out and dumps what ever your holding.
Also your idea would rape crafting.
I am sure about 99% you have the weight penalty. Here is a tuple of a native thrown weapon. Crpg devs know it better than us but:
["javelin", "Javelins", [("javelin",0),("javelins_quiver_new", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary|itp_next_item_as_melee ,itcf_throw_javelin|itcf_carry_quiver_back|itcf_show_holster_when_drawn,
300, weight(4)|difficulty(1)|spd_rtng(91) | shoot_speed(25) | thrust_damage(34 , pierce)|max_ammo(5)|weapon_length(75),imodbits_thrown ],
That mean you have an item that have 4 weight ever. 4 Weight when you have 5 ammo and 4 weight when you have 0 ammo, because with or without ammo the item weight keep the same. I don't know if there is a cRPG trigger or native engine "checks" to remove that but I feel slow when I have two packs of throwing weps (around +8 to weight)
Do you mean crpg chadztext of "All of your thine work"? No it dont.