If you've removed the fists, what does one do if they run out of all other ammos? :-/
: The MML part is perfectly clean. It's just a value that says how many of what
: item you can pick up. You can also change how many of what items you start
: with. Hell, in Eternal X I've managed to make the player start without
: fists (because he'll pick up a Pfhor staff soon enough, which has been
: made functionally almost identical to the fists - and I needed another
: weapon slot for the secret most awesomest weapons in the last chapter).
: The physics part seems to get a little wocky, at least to me, but that's
: because I don't understand the physics as well as I do the MML.
: Also, I don't entirely grok some bits about MML and the HUD interface for
: various weapons, which you'd probably want to alter if you're going to be
: dual-wielding things. (To give ammo readouts for both weapons and so on).
: This is why Eternal Mk V had no ammo readouts for most of the weapons...
: the best I could do was make them not there (which I think I only
: accomplished by moving them far off screen), which was better than being
: there but not what they should be. I'll have to see if I can get Jon or
: someone to figure out how to make them work right.