|
Re: Armour value discovery [message #67377 is a reply to message #67376] |
Thu, 04 October 2012 20:22 |
|
Sativarg
Messages: 68 Registered: April 2011
|
|
|
|
RE: zero = no damage
If the game engine calculates damage by dividing the hit by the armor rating then divide by zero = infinity 1/0=infinity. Well actually dividing by zero would just no be allowed.
Just guessing.
|
|
|
Re: Armour value discovery [message #67390 is a reply to message #67376] |
Mon, 08 October 2012 22:43 |
Lenop
Messages: 83 Registered: September 2012
|
|
|
|
It's not dividing by zero, it's a multiplier, it multiplies by zero.
The lower the number the lower the damage, with 1 being standard. For example, a value of 1.5 will cause it to take 1.5 times the damage.
|
|
|
Re: Armour value discovery [message #67416 is a reply to message #67390] |
Thu, 11 October 2012 03:17 |
|
Sativarg
Messages: 68 Registered: April 2011
|
|
|
|
Strange
the armor rating of zero multiplied by the weapon damage of what ever...
so if my armor is rated 50 I will get hit with 50 times the damage?... that is hard to believe. Oh well... not important. I am not going to be modding any thing any way.
|
|
|
|
Re: Armour value discovery [message #67418 is a reply to message #67376] |
Thu, 11 October 2012 08:12 |
|
primavista
Messages: 30 Registered: June 2012 Location: Scotland
|
|
|
|
Sup, brahs?
Just thought I'd clear this up. Zero would be a multiplier, as the armour values for each piece is decided by multiplying the ArmourPercentage value by a number that is different for each set of armour, which I'm not quite sure where to find yet.
Still, it's simple once you work out the values for each armour set. These are:
No clothing = 384.5
Dress = 416
Villager = 500
Apprentice = 500
Will User = 500
(Fire) Assassin = 500
Bandit = 526
Leather = 666
Guard = 588
Chainmail = 833.3
Platemail = 1000
I still need to check the Archon's armour, but I'm assuming it'll be 1000 like the plate. The various bonus hats that don't have a "set" have various values, I can post them if anyone likes too.
So, say I wanted all the shirts in the game to have 200 armour, I could use these numbers to sort out the armour values easily. Just take the number value for the armour set you're changing, divide it by the armour value you want in game, and, voila! The result is what you put in the ArmourPercentage array.
So... ArmourPercentage = SetValue/InGameValue
The game always rounds down though, so run your number back through a calculator to make sure it goes above the value you want. Also, some of the armour sets can be a little weird. For example, even though the Platemail set's value is definitely 1000, it sometimes rounds numbers down by an extra digit for some reason.
For example, entering 0.35 for a plate piece should give you 350, but for some reason it gives you 349. Simply enough though, just change it to something like 0.3501, which the game realises is definitely above 350.
Phew, that was long-winded.
Well, hope this is of some help to people who were a little confused about how the armour values work. If we can just find this SetValue array I'll be happy.
"A humorous anecdote that makes you crease every time you read it."
"Great quote that is both philosophical and quality banter." - Some legendary person
|
|
|
Re: Armour value discovery [message #67421 is a reply to message #67418] |
Thu, 11 October 2012 12:51 |
|
Sativarg
Messages: 68 Registered: April 2011
|
|
|
|
OK thanks primavista
When I saw "I found that if an armor value is reduced to zero then you become invulnerable. Not even that you take to damage; no, hits just bounce off without even phasing the hero."
I was kinda saying the damage from an attack might be equal to the armor value being deducted from weapon and weapon skill values when struck.
I did not make that at all clear in my first post in this thread. Sorry. I was trying to say the only way I knew of for an armor value (from a set of whole numbers) of zero to make one invincible or un-hitable is if zero was the divisor, some how, in an equation that determines the damage sustained when hit while wearing a given armor.
Any way I am way off topic so I better stop spamming.
|
|
|
Re: Armour value discovery [message #67423 is a reply to message #67418] |
Thu, 11 October 2012 14:20 |
Lenop
Messages: 83 Registered: September 2012
|
|
|
|
Oh man prima, you so smart, I like it.
I was snooping around and found these values you're looking for to be in the CAppearanceModifierDef of each armour OBJECT entry. Thing is, they're constant. For each entry, they're the same for each type. Helmets and hats are 0.1, gloves are 0.1, shirts are 0.4, pants are 0.35 and boots are 0.05. It'd be a pain in the ass to rework these values as each one is in its own entry.
As for the decimals being off here and there, floating point issues. Fable is really weird about that, at least in how it does the graphics.big stuff. I'm not sure if other floats are custom but I wouldn't be surprised.
|
|
|
|
|