Question on cur_item_add_mesh, AGI & STR Attribute

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SuperCommando

Sergeant
Hello.
I have a couple of questions to the modders here:


In header_operations in the module_system what stands the cur_item_add_mesh operation for?
Is it possible to use this operation for more accurate character equimpment customization by writing a special code, that allows to attach additional mesh objects to player's equiment parts.? E.g adding a shoulder pauldron mesh to an armor worn by the player that hasn't any shoulder pauldrons on it or adding a chrest on the helmet?


And the next question:

What effects has the agility skill, besides letting an character run faster and giving extra Weapon Proficieny points and raising the skill limit of certain skills that are affected by it? With agilty, in the case of the game, I understand that it is the possibility of performing greater and faster body movements, so that ingame the higher the characters agility is the faster he can swing, similar to what weapon prof does. I experimented a bit with it by exporting my character stats, changing the agility attribute to 2000 and importing the char stats back to the game. The result of it was that my charcter ran by far faster than any horse in the game, as I expected, but that was it.
It didn't changed the speed of my swings or anything else that has an dircect effect on my char's combat abilities apart from giving me an ridiculous amount of weapon prof points.  This makes me think that Agility isn't really as effective for direct combat as the Strenght attribute, since it only increases running speed to a very low extent even at higer agility level, so that doesn't really make a remarkable difference in comabt, and merely gives you 5-10 weapon prof point per level by default in most mods. On the other side, strength directly gives you one HP and improves damage more recognizable than agility does to running speed.


And another thing:

Is there any open source code in which strenght has a more 'realistic' effect on a troop's combat ability? I try to explain the thought behind this question.
When sombody has more physical strength, he is not only able to apply more power to an object but also moving and lifting an object with less effort and much faster than someone with less strength. So ingame this should mean that troops with higher strength should not only make more damage with a melee weapon but also swing a very heavy weapon at least a bit faster than a troops with considerably less strength. I.e so that strenght level serves as multiplier for weapon swing speed and depending on how heavy the weapon is the  higher the bonus of extra speed is. The swing speed of A very heavy weapon like a maul would be more affected by strenght while an light warpon like an one handed sword, would benefit more from weapon proficiency.

But in the game strength only modifies damage dealt with a melee weapon, and I just find it lame that, a troop with lower strengt is able to swing a maul much faster due to his high weapon prof than a troop with very high strength but low wepon prof.
Is there an operation that can determine weapon swing speed or the swing speed of an agent? Or an OS code that does something similar or do I have to figure that out and write one by myself?


I would be thankful, if someone could answer these questions.
 
You can make equipment with combined models with cur_item_add_mesh.Your idea is right and I believe that's what the operation was designed for.
Add your sub mesh just like applying mesh to item:armor meshs for armors, weapon mesher for weapons.So you need to take no care about the position the sub mesh fixed.
Just try it and you may know the rule.
Here's one of my item triggers:

["vik_round_shield_d", "Nordic Elite Shield", [("ba_newvikshield_i4",0)], itp_merchandise|itp_type_shield|itp_wooden_parry, itcf_carry_round_shield, 
510 , weight(7)|hit_points(500)|body_armor(20)|spd_rtng(80)|shield_width(50),imodbits_shield,
[(ti_on_init_item,
    [#(store_trigger_param_1, ":agent_no"),
    (store_trigger_param_2, ":troop_no"),
    (try_begin),
        (this_or_next|le, ":troop_no", -1),
        (troop_is_hero, ":troop_no"),
        (str_store_string, s10, "@ba_newvikshield4"),
        (cur_item_add_mesh, s10),
    (else_try),
        (store_random_in_range,":num_model",0,7),
        (try_begin),
            (eq,":num_model",0),
            (str_store_string, s10, "@ba_newvikshield1"),
        (else_try),
            (eq,":num_model",1),
            (str_store_string, s10, "@ba_newvikshield2"),
        (else_try),
            (eq,":num_model",2),
            (str_store_string, s10, "@ba_newvikshield3"),
        (else_try),
            (eq,":num_model",3),
            (str_store_string, s10, "@ba_newvikshield4"),
        (else_try),
            (eq,":num_model",4),
            (str_store_string, s10, "@ba_newvikshield5"),
        (else_try),
            (eq,":num_model",5),
            (str_store_string, s10, "@ba_newvikshield6"),
        (else_try),
            (str_store_string, s10, "@ba_newvikshield7"),
        (try_end),
        (cur_item_add_mesh, s10),
    (try_end),
    ])
]
],

Store the name of your sub mesh into a quick string to use it in this operation.
 
Somebody has already cleared it up for me, but nevertheless thank you for the good response and time.
And sorry that I reply so late. I didn't see during the last weeks that you replied to my question.
 
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