Aside from what The32bitguy said, and making sure its JIT-able, I would like to suggest some very simple wording changes that improve clarity on any mods with armor or weapons.
armor_heal should be renamed to armor_blockchance (similar to all RPGs), with cumulative armor set values being capped at 100, and adding a percent symbol in the UI.
armor_use should actually reflects how many uses the piece has, instead of the inverse approx(65535/armor_use), where higher numbers lead to faster item degredation. Renaming to armor_uses, or if you still want to keep the inverse wear relationship something like armor_weakness, armor_fragility, or armor_frailty.
Armor 'Level' uses armor_groups = {fleshy=##}, , where each 5 points adds a level. However, I found no relationship between armor protection and these values. In my testing 0 on an armor piece reduced Oerkki damage from 4 to 3, but so did all values tested through 100.
Adding armor_resistance as a clamped gaussian modifier on armor_blockchance would provide a useful feature, allowing partial or excess HP dmg blocking instead of all or nothing (reflected to attacker if excess). Reflection can be clamped to 10 or 20%, or be configurable, or be a full-set attribute. Large integer or float HP values work well with this.
After renaming armor_heal, it would benefit players to add a real armor_heal attribute that slowly regenerates health over time.
The UI display of armor_fire level should include a tooltip or description of what fire damage sources it protects against at the current level.
It shouldn't be too much effort to add a couple lines to transition things while keeping backwards compatibility.
Update: I also tried various armor_groups = {fleshy} values on sharks and other creatures that are listed as having fleshy damage groups. Armor pieces only reduce damage from 5 to 4 regardless of armor group settings.
Aside from what The32bitguy said, and making sure its JIT-able, I would like to suggest some very simple wording changes that improve clarity on any mods with armor or weapons.
approx(65535/armor_use)
, where higher numbers lead to faster item degredation. Renaming to armor_uses, or if you still want to keep the inverse wear relationship something like armor_weakness, armor_fragility, or armor_frailty.armor_groups = {fleshy=##},
, where each 5 points adds a level. However, I found no relationship between armor protection and these values. In my testing 0 on an armor piece reduced Oerkki damage from 4 to 3, but so did all values tested through 100.It shouldn't be too much effort to add a couple lines to transition things while keeping backwards compatibility.
Update: I also tried various
armor_groups = {fleshy}
values on sharks and other creatures that are listed as having fleshy damage groups. Armor pieces only reduce damage from 5 to 4 regardless of armor group settings.Appreciate the read. Ciao!