sneazy
Clueless newb
Posts: 115
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Post by sneazy on Nov 18, 2018 13:34:03 GMT -5
There is only one sneak skill and one hide skill. The city/wilderness penalty is based on class/subclass. ARM code has a lot of dead ideas in it so my guess (taking a quick look at things) is they use javascript or dmpl specials attached to items for sneak/hide/climb/listen now.
Creating an item in the game (ostat, oset) will still list sneak/hide and you can add the bonuses to an object but the code that should apply the modifier doesn't seem to do anything (I'm too lazy to start up the game and check).
handler.c function affect_modify: ... case CHAR_APPLY_DETOX: case CHAR_APPLY_SKILL_SNEAK: case CHAR_APPLY_SKILL_HIDE: case CHAR_APPLY_SKILL_LISTEN: case CHAR_APPLY_SKILL_CLIMB: break;
Moving the affect application to javascript would allow them to check on the fly if the bonus should be applied to your character (that's how I'd do it). They seem to like using the edesc (see wikileaks page Keyword_flags.html)- so an object could be flagged wilderness, check the affect loc number and the bonus only applied if you are a valid class/subclass.
Or could be something else going on that I haven't considered.
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MartenBroadcloak
Displaced Tuluki
It's not a shit post if you spell check (tm)
Posts: 370
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Post by MartenBroadcloak on Feb 5, 2019 9:34:10 GMT -5
So question on the armor bit here.. if I have a shirt that's like 20 AP the most damage that's ever going to absorb is 2 points?
That doesn't seem right. Is there a piece in the code that adds your DEF score to the AP or something because I have seen armor in that 10-20 AP range suck up more than 2 damage.
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