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: |
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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.
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Hit Point and Hardness Adjustment
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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.
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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. |
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