Author Topic: Second mode for more weapons  (Read 1948 times)

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Offline Kenji

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Re: Second mode for more weapons
« Reply #15 on: September 10, 2011, 09:22:07 am »
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Allow Great Lances be able to poke while on foot :D.

Offline Bobthehero

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Re: Second mode for more weapons
« Reply #16 on: September 10, 2011, 09:35:15 am »
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thats the idea

You realize someone is going to have to flip all the stuff  you just suggested, create a new item, put said new item right behind the unflipped version, then create a new flipped version for every heirloom and damaged version, seems quite a bit of work for such little change.
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Offline gazda

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Re: Second mode for more weapons
« Reply #17 on: September 10, 2011, 03:43:31 pm »
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craeating new lods for these wepons is a drag n drop thing, easy. Adding those items is almoast as easy, and as for looms, they dont require a seperate model. And the devs that are in charge of items, are pretty much sleeping and not doing anything at the momen, and it wouldn effect other features of crpg, since the people who do those other features dont have anything to do with items.
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Offline Munchkin9

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Re: Second mode for more weapons
« Reply #18 on: September 11, 2011, 03:16:29 am »
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A note on the throwing: this would only be viable if the thrown mod of the weapon could only be accessed if a strength requirement was met that is way above the one of the weapon. So to throwing a flamberg  would be near impossible for the strength requirement, but throwing your long dagger would be available much sooner.

On the note this thread is actually about...I agree with those that say this is not worth the work it would require, be that only a little. I am a two-hand user and I can tell you I never use the secondary mod. I see no reason for it.
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