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Equip script handling ar

 
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MontuZ
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Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Mon Jan 08, 2007 9:46 am    Post subject: Equip script handling ar Reply with quote

Instead of the core doing it, I'd rather take care of adding AR from Armour in my equipscripts. Very Happy

Oh, and weight, *wink*

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MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Mon Jan 08, 2007 9:50 am    Post subject: Reply with quote

That's what ar_mod is for.

Weight......... yeah right Wink

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Mon Jan 08, 2007 11:33 am    Post subject: Reply with quote

Be like Nike, just do it.

Cool

(Scratch the weight part, I didn't put much thought into that.)

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MontuZ
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Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Mon Jan 08, 2007 6:43 pm    Post subject: Reply with quote

What I mean is. The cfg setting AR is being added to the mobile by the core. I don't want it to do that, I do. Instead of just setting the cfg AR to 0 then making my own entry, which is what I'm doing now, lol.

Now ya get it? =D

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MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Mon Jan 08, 2007 9:50 pm    Post subject: Reply with quote

No, considering you can do that in scripts already.

Why make the equip return with it, the AR for the item, when you can do the same stuff as you would for that, then set ar_mod for it. Evil or Very Mad

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MontuZ
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Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Tue Jan 09, 2007 2:24 am    Post subject: Reply with quote

I just don't get why equiping a plate chest with 1000AR ar_mod=957 and AR=43(example) and it showing up as 1421 equiped. And if I want 1000AR even I have to set ar_mod=655 and AR=43. And if AR=0 and ar_mod=1000 would be showing up as like 440AR equiped?

Am I just missing something here? I'm guessing attributes, quality and layers influence these changes. And if they do, well... I wanna be the one to do it and not the core.

(don't kill me,Embarassed)

I'm kind of surprised Marilla hasn't stepped in and gave me a five paragraph lecture. (I kinda miss those.)


Last edited by MontuZ on Tue Jan 09, 2007 2:30 am; edited 2 times in total

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CWO



Joined: 04 Feb 2006
Posts: 700
Location: Chicago, IL USA

PostPosted: Tue Jan 09, 2007 2:29 am    Post subject: Reply with quote

what is the .quality of this armor? that affects the total number too. and what is the % of HP it has?

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MontuZ
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Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Tue Jan 09, 2007 2:30 am    Post subject: Reply with quote

1.0 and 100%

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Jan 09, 2007 3:34 am    Post subject: Reply with quote

Let me take a stab at this one.

Are you saying that you don't understand why when you equip a breastplate that has a 1000 AR it goesn't show a full 1000 AR?

If so I can explain. It has to do with the coverage of the item. A breastplate only covers the body which is only part of the total area that needs protected. If you have a full set of plate with each item's AR set to 1000 and you equip them all then the AR will show up as 1000 on your character. The AR is a function of the AR of the item and the area(s) it covers.

I don't know if that helps you or if I explained it clearly. Ofcourse I may have misunderstood the issue totally to as I am wont to do from time to time.

*grins*

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Austin
POL Developer


Joined: 30 Jan 2006
Posts: 355
Location: San Diego, California

PostPosted: Tue Jan 09, 2007 4:18 am    Post subject: Reply with quote

Correct, its based off armrzone.cfg zones and the item's coverages.
If you want to make it a 'solid' amount, you can set your armrzone.cfg to have one big zone and all armor equipment to use that or if you insist on handling it inside the equip scripts, set all AR values in itemdesc.cfg entries to 0 and a custom config value like ARMOD, read that in, and set that on the mobile equipping it.

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MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Tue Jan 09, 2007 11:16 am    Post subject: Reply with quote

This DOES bring up some interesting questions..... As I am too lazy to look it up in the source....... Set everything up to cover it all, so it gives 100%..... so would each 1000ar peice then give 1000 to the total.....?

If so, that's the easiest way to match OSI, since there, it gives truly what it reads, not a % based off the coverage. Nice way to do it actually, lets everyone have their own customizable methods if it does, just by editing coverage.

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Wed Jan 10, 2007 1:38 am    Post subject: Reply with quote

Austin, I did set all AR entries to 0 and made my own. The core still bugs with the armor rating. The examples I showed up there are only a few results with me using my custom cfg AR entry.

As shown.
Quote:

//Armor Info
Armour 341
AR 0
Coverage Body


It's working, but only to a point. After some high value(only tested with 1000) the core steps in and makes changes that I don't like.

As for script customization, the core is making this a rough stepping stone(In my case.). I feel this is an issue like Spells, the core did all the checks in the past, but now we have to script everything which opens more windows.

Oh, and maybe even removing the str requirement check =)

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 297
Location: Myrtle Beach, South Carolina

PostPosted: Sun Feb 25, 2007 4:13 pm    Post subject: Reply with quote

I fixed it, I just hooked 0x11 status packet and did it myself!

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