Andyr Posted August 18, 2004 Share Posted August 18, 2004 The animations appear to remove weapons, too, though any equipping effects from your weapon or shield (eg the AC bonus) still apply. Link to comment
SimDing0 Posted August 18, 2004 Author Share Posted August 18, 2004 Why do shields cause a casting penalty while a massive two-handed sword doesn't, then? Link to comment
CamDawg Posted August 18, 2004 Share Posted August 18, 2004 Only thing I can think of is that weapons seem like they'd be easier to put away in a pinch than a shield. Link to comment
Andyr Posted August 18, 2004 Share Posted August 18, 2004 If people really got annoyed by it, they could always unequip the shield themselves before casting. Link to comment
SimDing0 Posted August 18, 2004 Author Share Posted August 18, 2004 That would just be pants. Link to comment
Bri Posted August 19, 2004 Share Posted August 19, 2004 Only thing I can think of is that weapons seem like they'd be easier to put away in a pinch than a shield. And for that matter, a staff could be as much in the way as any other weapon... Drop the shield, or if it is a small buckler, then it won't impede you that much. Link to comment
Andyr Posted August 19, 2004 Share Posted August 19, 2004 Yeh, but from the game's point of view you'd still have the AC bonus and whatever else from the shield while you're casting. Link to comment
BigRob Posted August 19, 2004 Share Posted August 19, 2004 Perhaps cause any wizard type to drop anything in the shield slot if they start casting? Other than that, you could just leave the shield there, AC bonus and all. Link to comment
CamDawg Posted August 20, 2004 Share Posted August 20, 2004 I've got this coded and good to go. For the moment, I'm including the casting penalties for shields. My rationalization is that weapons, even large ones, can be stowed away quickly unlike shields. I'm willing to concede it's a bit pants, but IMO it's the most equitable solution. I'm still open to alternate proposals, though. edit: Nifty, Mae'Var now casts his spells. Link to comment
Andyr Posted August 20, 2004 Share Posted August 20, 2004 Nice. I assume you've got it for Tutu Tweaks too? Also, how have you done it? Do you modify only vanilla items or will it work for mod items too? Link to comment
CamDawg Posted August 20, 2004 Share Posted August 20, 2004 This is one of those tweaks that can not be easily extended to mod items--the same problem I had with the thieving skill tweaks--so it'll be existing items only for now. (And yes, Tutu version is coded as well.) There are no offsets I can read that will let it classify, say, leather armor from studded leather on the fly. The closest would be to read the string number of the unidentified descripton, but items, both existing and from mods, are not even consistent there. Link to comment
CamDawg Posted August 24, 2004 Share Posted August 24, 2004 This is included in Tutu Tweaks v6 and G3 Tweaks v5. Link to comment
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