Is "LongRifle" really right?
The way I made it there were LongRifle_C and LongRifle_CT for most storylines.
The way I made it there were LongRifle_C and LongRifle_CT for most storylines.
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They aren't quest items, so that should be allowed. Maybe their price is zero, messing things up?Could we have them so you can put them in the Ship Chest?
Maybe the minlevel for the telescopic sight is the same as for the rifle itself; that would mess up the Quick-Equip keys.There was an issue that I received the Telescopic sight from the priest before I picked up the rifle. This resulted in it being selected as my best gun when using the keypad number 2 and I had to manually select the pistol every time after.
I like that idea! Bit similar to Blackbeard who can only be killed by being poisoned.Would also be nice to have this weapon be able to kill the immortal skeletons that are spawned when digging for treasure in the crypt as well - gives the rifle a definite purpose.
In the Maltese Knight Abbey?have to have lots of shovels as well as they break properly now) and run away a lot.
Any gun in First Person Mode should actually do it. So that does indeed require the telescope for the Long Rifle.Did the shotgun kills the skeleton code change work with the new rifle you collect from the dead guy or do you need to get the telescope and come back? I don't seem able to kill them yet.
Still? But I fixed that in PROGRAM\Characters\CharacterUtilite.c!I noted that if you have the telescope (separated from the rifle but not the rifle in your inventory) and press the 2 key to equip the best gun, the game equips the telescope in lieu of the excellent horse pistol.
string FindCharacterItemByGroup(ref chref, string groupID)
{
// TIH --> new method that uses the blade/guns sorted arrays Aug24'06
if(!CheckAttribute(chref,"items")) return "";
int i,n;
int itmqual;
int high = -1;
string highid = "";
string curId = "";
aref chit; makearef(chit, chref.items);
for(i = GetAttributesNum(chit)-1; i >= 0; i--)
{
aref refItm;
curId = GetAttributeName(GetAttributeN(chit, i));
n = Items_FindItem(curId,&refItm);// returns item index and fills aref refItm
// check to see if this item is even something we can bother with selecting
if ( n < 0 ) continue;// invalid item
if ( !CheckAttribute(refItm,"id") ) continue;// no valid id
if ( !CheckAttribute(refItm,"groupID") ) continue;// no valid groupid
if ( refItm.groupID != groupID ) continue;// not what we are looking for, move along now
if ( refItm == "telescope") continue;// PB: do not find this for auto-equipping!
case "BI_ChargeGrapes":
// PB: Equip [Regular Gun]
if(CheckCharacterItem(Pchar,FindCharacterItemByGroup(&PChar, GUN_ITEM_TYPE)))
{
// KK -->
newitm = FindCharacterItemByGroup(PChar, GUN_ITEM_TYPE);
EquipCharacterByItem(&PChar, newitm);
logstr = GetItemQualityName(GetItemQualityByID(newitm));
if (logstr == "")
logstr = " ";
else
logstr = " " + logstr + " ";
Logit(TranslateString("","You equipped") + logstr + GetItemNameByID(newitm) + ".");
// <-- KK
} else {
Logit(TranslateString("","You don't have a regular gun to equip."));
}
break;