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#11 |
Adept
Join Date: Feb 2016
Posts: 187
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Just curious, class.txt couldn't be tweaked to start with any equipments?
I mean the sections # 'equip' is for starting equipment As i see it is used for defining the starting dagger, armor, consumables. Does it have any limitations? Like not being able to add artifacts there. Edit: I also wonder if adding guaranteed drops to uniques is done in the source code or can be tweaked in artifacts.txt? I don't know if alloc can be 100 and an item being generated in town. That could also be a workaround for giving starting artifacts. Last edited by Adam; February 9, 2021 at 22:53. |
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#12 |
Apprentice
Join Date: Nov 2019
Location: Pasadena CA
Posts: 87
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#13 |
Knight
Join Date: Oct 2019
Posts: 941
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#14 |
Apprentice
Join Date: May 2020
Posts: 86
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#15 | |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,432
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Quote:
You can however start with an ordinary weapon that just happens to be called sting and has all the same properties as sting by adding it to object.txt 1st. |
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#16 |
Adept
Join Date: Feb 2016
Posts: 187
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Thanks. I guess that would have the side effect of being able to find multiple sting objects, but that does not really matter.
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