Koozer
Regular
I've created a few spell-type items (modified from this thread : http://forums.taleworlds.com/index.php/topic,152127.0.html), each dealing some splash damage. I am unsure as to how dealing damage works though. For example the following:
When tested in-game, it takes just over 2 hits to kill me, thrown at my feet. When armourless it says it deals around 47 damage, but armoured it can be anything from 3 to 11, while still taking the same number of hits to kill me. I *think* it's dealing true damage to me, but displaying what it has calculated I should take from the normal weapon damage (thrust_damage(50,pierce).
Is there a way to deal the proper amount of damage to an agent, depending on their armour? I tried (agent_set_hit_points, ":agent", ":hp",cut, 1) on the off chance, and somehow that made it take only around 1.5 hits to kill me regardless of armour, while still reporting the same damage as above.
Code:
["fe_tome_of_fire", "Tome of Fire", [("book_a",0)], itp_type_thrown|itp_no_parry|itp_merchandise|itp_primary|itp_can_penetrate_shield|itp_bonus_against_shield|itp_crush_through|itp_ignore_friction, itcf_throw_axe, 420, weight(1)|difficulty(0)|spd_rtng(70)|shoot_speed(30)|thrust_damage(50,pierce)|max_ammo(35)|weapon_length(5), imodbit_cracked|imodbit_bent|imodbit_masterwork|imodbit_heavy|imodbit_strong,
[
#triggers for particle effects go here
(ti_on_missile_hit,[
(try_begin),
(store_trigger_param_1, ":shooter"),
(try_for_agents,":agent"),
(ge, ":agent", 0),
(agent_is_alive, ":agent"),
(agent_get_position, pos2, ":agent"),
(position_move_z, pos2, 50),
(get_distance_between_positions, ":dist", pos1, pos2),
# inner damage
(try_begin),
(le, ":dist", 100),
(gt, ":dist", 0), #don't hit primary target with splash
(store_agent_hit_points, ":hp", ":agent", 1),
(val_sub, ":hp", 20),
(val_max, ":hp", 0),
(agent_set_hit_points, ":agent", ":hp", 1),
(try_begin),
(eq, ":hp", 0),
(agent_deliver_damage_to_agent, ":shooter", ":agent"),
(try_end),
(try_end),
# outer damage
(try_begin),
(le, ":dist", 1000),
(gt, ":dist", 100),
(store_agent_hit_points, ":hp", ":agent", 1),
(val_sub, ":hp", 20),
(val_max, ":hp", 0),
(agent_set_hit_points, ":agent", ":hp", 1),
(try_begin),
(eq, ":hp", 0),
(agent_deliver_damage_to_agent, ":shooter", ":agent"),
(try_end),
(try_end),
(try_end),
(try_end),
]),
]],
When tested in-game, it takes just over 2 hits to kill me, thrown at my feet. When armourless it says it deals around 47 damage, but armoured it can be anything from 3 to 11, while still taking the same number of hits to kill me. I *think* it's dealing true damage to me, but displaying what it has calculated I should take from the normal weapon damage (thrust_damage(50,pierce).
Is there a way to deal the proper amount of damage to an agent, depending on their armour? I tried (agent_set_hit_points, ":agent", ":hp",cut, 1) on the off chance, and somehow that made it take only around 1.5 hits to kill me regardless of armour, while still reporting the same damage as above.