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chrispedersen
April 21st, 2008, 02:56 AM
Soooo, I've created a new weapon, and I've addd it to the monster. Works great.

Except that the monster is also showing up with a fist
#92. How do I remove that?

Also, while I see a way to add enslave to a weapon, I don't see a way to add charm. Is there?

Endoperez
April 21st, 2008, 03:11 AM
Did you create a new monster, or did you add the weapon to an existing creature? The latter may or may not cause problems.

Is the added weapon a ranged weapon, or a #bonus weapon? Fist is what creatures will have if they don't have anything else, IIRC.

chrispedersen
April 21st, 2008, 05:43 PM
I created a new monster; the added weapon is a ranged weapon. But for flavor reasons, I don't *want* them to have a melee weapon. Kind of silly when they don't have hands etc.

Sombre
April 21st, 2008, 06:18 PM
Make a new weapon called "No melee" with -10 to att and 0 damage, no strength.

Problem solved.

Edratman2
April 22nd, 2008, 09:43 AM
Wouldn't using #itemslots to make a one handed moster also work?

Saulot
April 22nd, 2008, 07:26 PM
The slots aren't the issue, the weapons it's carries are the issue. And if a monster has multiple weapons and multiple arms and it loses one, then it first drops the shields, then ranged weapons.

chrispedersen
April 22nd, 2008, 09:54 PM
Thanks sombre - I already arrived at the samem solution - its just inelegant.

But you did point to the way to a better idea. I'll create a weapon that sounds thematic - like Foreboding Presence - to give it some flair.

Has this been a common issue?

Sombre
April 23rd, 2008, 05:23 AM
I don't think many people have really tried to make a missile only unit. It isn't something that crops up in the basegame after all.

Edi
April 27th, 2008, 11:59 AM
I found a way to eliminate melee weapons from units entirely. If you assign a unit a weapon whose number is greater than the weapon 'end' (last one in the list), the unit will have no weapon at all. So for example, if you wanted just a missile weapon like ballista for a war machine, it'd work like this:

#weapon 999
#weapon <ballista nbr>

Saulot
April 28th, 2008, 01:04 AM
Thanks for the info Edi, I've been using workarounds so far, and it seems they make as much sense as anything else, but it's nice to have the option.

DrPraetorious
April 30th, 2008, 12:59 AM
The best way to remove the autofist is to take away the hands, as Edratman2 suggested. Units with no hands don't get the fist attack.