Any ammunition or throwing weapon that has at least one item property is considered magical and therefore infinite
Infinite ammo description is applied when an item is initialized
In the toolset and through script all magic ammo / throwing weapons are set to a stack size of 1, which is reflective of actual gold numbers and level requirements. 2da changes happened for this. Any new ones should have a stack size of 1 to see real values.
NWNX tweak enabled to prevent these items from stacking. Basically set a local variable on an item that does not match and it will never stack
Boomerang weapon descriptions have been edited out as this is added through script (probably hard to fix descriptions that are already live)
Craft weapon/ammo scripts have been removed
Ammo fabricators have been removed
Edited every throwing weapon, range weapon, and ammunition for these new changes.
Some things I'm stuck on:
~Darts do not seem to be added to stores. They may not be in loot or treasure at all. Unique darts are okay.~
~+1, +2, and +3 darts are not being created in the non-unique range weapon chest. This is probably an issue from before~
There is a calculation for estimated gold on an area that calculates it based on stack size and etc. I commented it out but I'm not sure if it is needed. Actually I can't find this script, maybe VSCode ate it...
Making sure that we remove all instances of arrows, bolts, and bullets. As part of the new 2da changes these will have incredibly high values so players being able to sell them can be a highly beneficial edgecase
Not too hard for me since we have something in place to map item names or get the stored item. But either replacing fabricators with the correct infinite ammo / throwing weapon, or giving the player a gold equivalent. Tempted to call it a day and just give players the raw gold value of a fabricator.
Doing the same for their chest storage.
~Saw some magic throwing weapons with a stack greater than 1 in a store (crimson dart x27)~
~Base cost for arrows, bullets, and shurikens have been set to 0. This can cause odd behaviors, however. When buying from a store it's shown as 1 gold, this is fine. Selling mundane ammunition is 0 gold and unsellable. I did this because the items costed a lot.~
~Mundane throwing axes, darts, shurikens etc are higher priced now. I think a stack of throwing axes is 150 gold. If you sell a throwing axe, it is 1 gold. If you sell 2, it is still 1 gold. You will make more gold by selling it individually. Not sure what to do here, should we just change the base cost to 0?~ Will change back to 1 gold
~Mighty shuriken possible? I didnt see it in nwnx weapon~ Next time!
TODO:
Allow merchants to buy throwing weapons and ammo again. These prices are now accurate.
Maybe increase the cost multiplier for bolts, bullets, and arrows? Are these ammunition too strong compared to throwing weapon equivalents? Or maybe they're okay. Throwing weapons get shield + mighty. Range weapons like bows and crossbows have better crit multipliers/range and up to d6 damage ammunition
We should probably make on hit poison a lot lower in cost.
Not ready to merge yet.
Big changes:
Some things I'm stuck on:
TODO: Allow merchants to buy throwing weapons and ammo again. These prices are now accurate. Maybe increase the cost multiplier for bolts, bullets, and arrows? Are these ammunition too strong compared to throwing weapon equivalents? Or maybe they're okay. Throwing weapons get shield + mighty. Range weapons like bows and crossbows have better crit multipliers/range and up to d6 damage ammunition We should probably make on hit poison a lot lower in cost.