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Weird behaviors @Dead // resurrect and parrying
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kn4tseb
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Post: #8
RE: Weird behaviors @Dead // resurrect and parrying
I know my friend but there's no such layer for armor calculations:
Body parts and Percents
10 percent from ARMOR_HEAD
5 percent from ARMOR_NECK
10 percent from ARMOR_BACK
30 percent from ARMOR_CHEST
10 percent from ARMOR_ARMS
10 percent from ARMOR_HANDS
20 percent from ARMOR_LEGS
5 percent from ARMOR_FEET

What layer covers what?
LAYER_HELM gives ARMOR_HEAD
LAYER_COLLAR gives ARMOR_NECK
LAYER_SHIRT, LAYER_CHEST, LAYER_TUNIC, LAYER_CAPE, LAYER_ROBE gives ARMOR_BACK
LAYER_SHIRT, LAYER_CHEST, LAYER_TUNIC, LAYER_ROBE gives ARMOR_CHEST
LAYER_ARMS, LAYER_CAPE, LAYER_ROBE gives ARMOR_ARMS
LAYER_GLOVES gives ARMOR_HANDS
LAYER_PANTS, LAYER_SKIRT, LAYER_HALF_APRON, LAYER_ROBE, LAYER_LEGS gives ARMOR_LEGS
LAYER_SHOES, LAYER_LEGS gives ARMOR_FEET

So i suppose if i want to check or set in the future which layer will be the only one for that i suppose would be layer_gloves...

anyway...

as im still trying to figure how actidff works ... i have this code... does it look ok?

Code:
/////// CHAR EVENT
ON=@gethit
IF (<ISPLAYER>)
IF (<FINDLAYER.2.TYPE> == T_SHIELD)
ACT = <FINDLAYER.2.UID>
//LOCAL.CHANCEOFPARRYING=1000
SKILL PARRYING
//IF !(<R2>)  // higher more difficult

//ENDIF
ENDIF
ENDIF

/////////////////// SKILL EVENT for parrying
ON=@Start
ACTDIFF = <R0,<EVAL <EVAL 1500-<PARRYING>>/<R1,5>>>

now i suppose that if actdiff success i have to code the blocking action and the skillgaining stuff
(This post was last modified: 08-16-2014 06:17 AM by kn4tseb.)
08-16-2014 06:16 AM
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RE: Weird behaviors @Dead // resurrect and parrying - kn4tseb - 08-16-2014 06:16 AM

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