Armor Hit Point adjustment
I'm trying to develop an adjustment that shows the Hit point total of a selected armor.
I've managed to create this Final Phase 10000 Code:
~ If we're not enabled, get out now HTML Code:
Attempt to access field 'arBonus' that does not exist for thing 'pBodObHdHp' Any suggestions.:confused: |
Quote:
So I assume you set the selection menu to armor so you would want to change the script to the following: Code:
~ If we're not enabled, get out now |
Can't see the wood for the trees sometimes. :o
I'd tried pChosen earlier but discarded the code due to numerous errors on compile. I was tinkering with the code and just trying to get it to compile first!:cool: |
It is interesting that HL doesn't currently display this, but for the most part you usually need to know HP for NPC items more often than PC. GM's don't frequently Sunder PC items, but PC do GM's NPC items.
|
Quote:
|
Hit Point and Hardness Adjustment
2 Attachment(s)
Attachment 2396Attachment 2395
Okay I have something working but I just can't quite get it correct. Heres some of the code i'm using and a screenshot of current state. Code:
~ Set up some variables to use later What am I missing??? Should I be checking the weapon / armor Gizmo? Also notice the Non Magical Longsword in the Screenshot HP 0 Hardness 0 so just a minor annoyance there. But notice the Armor HP total which currently displays (almost) correctly. Hardness code to be applied after the weapon scripts are working properly. :cool: |
#hasability[] is a function that looks at abilities on the hero. You need to look at this particular item to see if it's adamantine.
|
Quote:
The only other thing I can see is wMagMat which relates to the material. Is this something I ought to investigate? |
In the SGG community data set their is a bunch of special magic powers that only go on to Dragonhide armor. Its like the 5 bullet point Dragonhide file. I have the checks correctly looking for the presence of the special material Dragonhide.
You could look that up for reference if you want. |
Quote:
|
1 Attachment(s)
Attachment 2397
Well almost, Its applying the correct HP and Hardness value, however all the time. :( Regardless of Material too. Script follows Code:
~ If we're not enabled, get out now |
2 Attachment(s)
Still having problems trying to get this to work so i'm leaving it as a work in progress.
It calculates the Base HP and Hardness values of Magic Armor and Weapons only, but at least its a start!:rolleyes: Attachment 2399 Attachment 2400 |
For every point of Enhancement Bonus, doesn't hardness increase by 1 and Hp by 10? I don't see that in the screencaps
|
Quote:
Quote:
Copy and paste is my enemy sometimes.:cool: |
I will take a look at this when I can Bodrin as I think it would make a nice adjustment for many groups. I just worked stupid long hours yesterday and honestly didn't feel like turning on the PC when I got home. :D
I may get time tonight to look hopefully. |
Quote:
I just started it as an experiment to see if it was possible. Frustration set in regarding the material issue, then the maths began acting weird. Many work arounds later I thought, "to much time is being spent basically trying to get functionality that is easy to calculate once the base values are known, so revert the code just to display Base Values!" Behold Bodrins unfinished symphony No 1. ;) Oh and stupid early long work hours are the bane of my life to. :P |
Quote:
Code:
~ If adamantine add 40 hit points and 20 hardness Quote:
Quote:
Quote:
Quote:
blah! I think its time to get some sleep. :) |
Quote:
#hasability macro. That didn't work and from that error the code path began its dark and twisted route. Curse you twisted route, you're a twisty turny thing that twists and turns like a twisty turny thing in the twisted turning parade.:o: Quote:
Quote:
WAD? I thought that was "Where's all the Data?" aka Doom / Quake files. |
And I would love to have the code fu skills to make HL read my mind.:rolleyes:
I even made a pretty flow chart with variable nodes and branches this time to show the data route.:eek: That's how deadly experimental I was to get this to work.:cool: |
Thread necromancy!
Bodrin, did you ever get this all working? If you did, I'd be rather interested in it :) |
Necromancy is against the law! Halt, evildoer!
|
Quote:
|
Quote:
My real life work has encroached upon the coding hobby, I'm currently learning a new software system which is proving quite challenging, considering that my field of work was more hands on manufacturing rather than virtual manufacturing, and spending 8 hours a day in front of a monitor means that in my spare time I don't necessarily want to be in front of a monitor. As shadow says he'd only got the last part to implement so I passed the baton onto him. :o Sorry. |
This is certainly something I would also be interested in.
|
Don't worry Shadow, I have my own to-do list of things to get done. Sadly, a lot of the work I'm doing isn't much use outside of our local games at the moment as it is mostly house rules.
If you've got a significant list of things you need to do before this, feel free to PM me what you've got and a note of what needs doing and I'm happy to have a go at finishing it off. |
Did anyone get this to work, i would love to have it for my games.
|
All times are GMT -8. The time now is 06:19 AM. |
Powered by vBulletin® - Copyright ©2000 - 2024, vBulletin Solutions, Inc.
wolflair.com copyright ©1998-2016 Lone Wolf Development, Inc. View our Privacy Policy here.