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Quests::Plugins & Mods Completed plugins for public use as well as modifications.

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  #1  
Old 02-21-2010, 05:36 PM
Taurinus
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Thanks for posting this, works quite well.

Just a heads up though: Your example script passes parameters in the wrong sequence to RandomWeapons(). Using the usage notes I was able to correct the order and confirm that it works as intended.
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Old 02-21-2010, 07:17 PM
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trevius
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Thanks Taurinus, I got it corrected.

And Chaos, that is correct. At some point, I hope we do have the option to change the hit messages for both primary and secondary hands. If we ever get that functioning, we can add that feature to this plugin and really finish it off
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Old 02-22-2010, 01:49 AM
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Akkadius
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Once again, very nice Trevius, I can do a ton with this. Infact, I use random range for this kind of stuff already. I knew you were working on this but I didn't know exactly how you intended to implement the organization, but very good.
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Old 02-22-2010, 10:17 AM
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trevius
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Ok, now the plugin is pretty-much completed. Not only does it set their weapon model randomly, but it also sets their attack animation and attack messages to match the type of model it is! I edited the code in the original post with the updates. Note that in order to use the latest feature of being able to have matching animations/messages, you must be running Rev1259 or later.

If anyone finds incorrect labels for weapons in the hash, please reply here and I will update the hash with the correction(s). I just found a 2HB that was set to 1HP, so I am sure there are some that are still wrong. But, at least 95+% of the list should be very accurate to match the model with it's type.
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