Jonaleth
Apprentice
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Joined: Apr 2012
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RE: Armor as <AR>
these are the settings i can find in my ini file, and it does not work with these settings. I've tried to change a little but still no change. Is there something I have missed?
Code:
// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving
// COMBAT_STAYINRANGE 00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT 02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
CombatFlags=01|02|020
Code:
// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A 01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B 02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP 04 // PopUp Menus
// FEATURE_AOS_DAMAGE 08
FeatureAOS = 01
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06-14-2015 02:09 AM |
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Jonaleth
Apprentice
Posts: 42
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Apr 2012
Reputation: 0
|
RE: Armor as <AR>
Even with this, it still dont work... Acually when I equip all parts of a platemail, my armor show the correct number. And if I equip only the chest, it increases to 4. However if I put the "arms" alone, it gives nothing... this is not how it was before, and my custom system works best with that old system...
Now does anyone know how to get it back?
I've tried to edit the sphere.ini files, my last chance was to use the newest version of ini file (see below).
Now if there is no way to change this, I had this idea to create a custom system for armor absorbation as well. My only problem is that I want my custom number to be shown in the statusbar for <AR> (instead of showin this faulty AR, can it show tag0.armor?) can this be done?
Thank for you help!
Code:
// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT 00004 // Allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_ELEMENTAL_ENGINE 00008 // Use DAM*/RES* to split damage/resist into Physical/Fire/Cold/Poison/Energy (AOS) instead use old AR (pre-AOS)
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // Unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD 00080 // Modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking, str into account)
// COMBAT_ARCHERYCANMOVE 00100 // Allow firing bow while moving
// COMBAT_STAYINRANGE 00200 // Abort attack swing when out of range instead of waiting to come back in range
// COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_NOPOISONHIT 02000 // Disables old (55i like) poisoning style: Poisoning > 30.0 && (RAND(100.0)> Poisoning) for monsters OR weapon.morez && (RAND(100) < weapon.morez ) for poisoned weapons.
//CombatFlags=01|02|020
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06-14-2015 07:38 AM |
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