![]() If anyone really wants to you can now test out both versions by simply renaming the api file. I did leave a copy of the other api with legacy support in there named api_w_a. I did a little more testing on the above and have now rolled the usage of unknown into the branch. I've done testing and not uncovered any issues but thought it best to do a seperate branch and as the changes are fairly significant.Įdit: Initial compare of changes (note I stuffed up the MD formating a few times so readme.MD got 3 fixs after this.): ~ Armor and shield registrations updated to include armor_m_"materials" ~ New code to a to feed set string into table ~ New code in api.lua to calculate armor set and multiplier ~ New material armor groups to indicate what the material the armor is made of ~ Setting to adjust armor set multiplier default = 1.1 ~ Setting to configure parts that make up armor set - default = "head torso legs feet shield" I made the change backwards compatible so if an armor item dosen't have a group included of armor_m_ then it will fallback to calulating set and bonus using the old code (I probably need to harden that old code a little). Unfortunatly I still had to do an string match to get material name but it is now on a group name which I think is an improvement. So I added some new armor groups which start armor_m_"material name" eg armor_m_wood=1 for all wood armor items. Which works great until the armor item no longer has the material in the name or the material in the correct location in the name. ![]() In the process of doing the above I noticed the armor material is gathered from the armor item name using a string match. ![]() I worked up a test branch which impliments customisable set using the settings screen, branch is here This is intresting when you start adding extra armor_items. Currently the armor set is set as all registered armor_items must be worn to be a valid set to recieve the set bonus. ![]()
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