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 PostPosted: Sat Jan 02, 2010 2:00 am Post subject: 
 
Lord

Joined: Apr 22, 2008
Posts: 279
Location: the shadows
Muro Lightning wrote:
I really have almost no idea what you people are talking about, but it should be possible to just check it, shouldn't it? Creating via editor a melee weapon that deals 0 damage and 10^9 fatigue damage with each shot, replacing the staff in Virgil's primary inventory with it, starting the game, attacking Virgil ans watching what happens is just a quick suggestion of how to do it. Sadly, I don't have the skills to do it myself. Crypton, where the hell are you?


it's possible to a point. the main problem is I believe that there is a much lower cap on how much damage you can let a weapon do (I haven't trued to make a Proto weapon on it's own do to much damage, instead I've always after a point just linked it to a spell effect to give it higher damage).

if all we wanted to do was know the max Fatigue loss a critter could have then maybe someone should just open worlded and make a NPC that starts with as much negative Fatigue as they can. (I'm not sure, but I would think when the Proto stops being a Proto because it was edited in world-ed the resulting modifications to it are simmular to the temporary changes of taking damage in game)

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