Hey, you're right. Capital "D" for damaged items. I didn't see that before.
It doesn't make sense to me why that would be an option, though... as criteria sorts by item types, and there's no such thing as a damaged item type. Oh, I get it now... it looks like all of the capital letter criteria exist to select existing items, rather then new items... (see the Tinker Gathering, for instance).
So I guess the lowercase criteria are for new items, and uppercase for existing items.
Help!
Hit it on the nose. "Damaged" is a runtime characteristic, you can't generate an item that has the characteristic "damaged". However, you can generate an item, and then damage it. That's what the damaged="100" line is for. Personally, I would limit the the generation to "aswd" instead of "*" because I can't imagine that generating a damaged ton of water would be a good thing.
- goat not sheep
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lol! I don't think the commonwealth wants damaged water, and the tinkers will want it.
>.<
- goat not sheep
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Is it possible to have....a damaged iocrym healer?
>.<
- goat not sheep
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LOL! How about damaged amunition?
>.<
- goat not sheep
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Really? :O i never did. Not even in modded games.
>.<
Yet more ambitious projects.
I want to know:
-how to make an item that will summon an escort ship, but will not function if there is already one of that ship present.
-how to make a ship that will arrive at the gate, wait a certain distance from it for a while, the go back through the gate.
I want to know:
-how to make an item that will summon an escort ship, but will not function if there is already one of that ship present.
-how to make a ship that will arrive at the gate, wait a certain distance from it for a while, the go back through the gate.