Now INCLUDED in latest Levis update, download as part of the "Extra Installation" patch here: Mod Release - Build 14 Beta 4.1 WIP [Last Update: 23 sept] | PiratesAhoy!
Which means I am shutting down the experiment. The only thing really remaining is the double running speed, which is being tested for possible inclusion and I'd love your feedback on. Go here to download if you want to try them out: (link in a moment)
And here is the final changelog:
INCLUDED
- Trade winds will now blow towards the west and slightly south much of the time, per Caribbean wind patterns, with other directions still possible of course.
- AI equips Armor/full weapon variety at all levels/low tier weapon rebalancing/gun rebalancing/cost changes (balance maintained, AI takes less damage because of armor, and does less damage from greater variety of (somewhat buffed) low tier weapons still used)
- minor fixes to things, like reload times incorrect for some braces of pistols
- longrifle_C no longer unique to player, available in early periods rarely
- First Mate takes over ship defense perks from Doctor
HEAVILY REVISED (no longer as in original experiment, now awaiting addition of AI officers)
Officer types (captains, crews, officers)
OPTIONAL ADDITIONAL
- double running speed
REMOVED FOR NOW
-- deleveled consistent bandits regardless of player level (slightly revised due to changes in RANDCHAR stats)
Tagging @imado552 @Cerdock @Eskhol
Which means I am shutting down the experiment. The only thing really remaining is the double running speed, which is being tested for possible inclusion and I'd love your feedback on. Go here to download if you want to try them out: (link in a moment)
And here is the final changelog:
INCLUDED
- Trade winds will now blow towards the west and slightly south much of the time, per Caribbean wind patterns, with other directions still possible of course.
- AI equips Armor/full weapon variety at all levels/low tier weapon rebalancing/gun rebalancing/cost changes (balance maintained, AI takes less damage because of armor, and does less damage from greater variety of (somewhat buffed) low tier weapons still used)
- minor fixes to things, like reload times incorrect for some braces of pistols
- longrifle_C no longer unique to player, available in early periods rarely
- First Mate takes over ship defense perks from Doctor
HEAVILY REVISED (no longer as in original experiment, now awaiting addition of AI officers)
Officer types (captains, crews, officers)
OPTIONAL ADDITIONAL
- double running speed
REMOVED FOR NOW
-- deleveled consistent bandits regardless of player level (slightly revised due to changes in RANDCHAR stats)
Sept 18-2 Updated
-expanded double running speed to all models
-brought "sword drawn" running speeds into consistent relationship with normal running (6.0 to 6.6 m/s)
Sept 18: New
- doubled running speed (now much more realistic in relation to walk speed, and also saved tons of player time),
- english female officer voice swap so she doesn't sound like an 80 year old grandmother,
- tweaked weather pointing a bit south, so wind blows somewhere between W and SW, as is realistic.
Updated with main mod patches, September 17: Levis has fixed several bugs in the main mod over the past couple of days. I have bundled all currently completed main mod fixes into the experimental release new archive, so you can get access to them now. You still need to download the latest 4.1 WIP september patch first, but this covers the new fixes put out in the past couple of days.
Everything is saved game compatible, and you certainly want these fixes in your game. Please re download and overwrite with the new attached zip.
September 15 update: NEW Trade Wind mechanic and a couple of fixes
Now, just as in the real Caribbean, you have trade winds--you will have an eastern wind (meaning, it blows towards the west) much of the time, and you'll be able to strategically adapt your trade routes and privateering to this realistic weather pattern. The wind will still sometimes blow to the east, but not nearly as often. The chances are modeled after real recorded wind data from the Caribbean, which Pieter was kind enough to point me towards.
This will mainly affect direct sail players, and the worldmap will stillmbe available to bypass any difficulties.
Fans of Sid Meier's Pirates will remember this tendency of the wind to blow to the West well, as well as anyone who has spent time sailing around the real Caribbean.
I believe this will be a fun and strategic addition, but if you hate it, just delete the folder marked "weather" within the installation zip before installing.
On the other hand, if you want to try out ONLY the trade winds, and not the AI armor and other changes, a seperate zip with just the weather file is included.
The Trade Winds Only zip is 100% saved game compatible with any version of the mod you might be playing, so feel free to test it out in current campaigns!
Past Update Notes:
--September 13, 2016 update to latest main mod patch + bundled together with several upcoming fixes planned for inclusion in the next main mod patch.
Remember, the new main mod patch is NOT saved game compatible. Finish your campaigns before updating.
When ready to update, first install the main mod patch zip file Marked EXTRA INSTALLATION here: Mod Release - Build 14 Beta 4.1 WIP | PiratesAhoy!
After that, install the experimental mod zip file attached to this post into your main game directory, overwriting files.
Please do leave any feedback you have from this or prior versions of the experimental releases. I would especially love to hear how the new "AI equips armor" component is working out, since that is a new feature.
NOTES:
Install files include all past experiments (Skilled AI captains and fair sea battles, consistent bandits, apply difficulty to AI captain skill, non magical luck, firstmate/doctor switch, rebalanced AI captains, and officer/crew tweaks). Please see those pages for details on their changes.
Mod Release - Experiment 1: Skilled AI Captains and fair sea battles | PiratesAhoy!
Mod Release - Experiment 2: consistent bandits, apply difficulty to AI captain skill, and non-magical luck | PiratesAhoy!
Experiment 3: Firstmate/doctor switch, rebalanced crews and captains, and officer tweaks | PiratesAhoy!
New changes since Experiment 3:
1) AI enemies will now spawn with and equip armor. Chance depends on the enemy level (not your level) and covers a range of possibilities. If you fight a bunch of bandits (they don't level with the player anymore), they will be wearing a mix of leather jerkins and armor (but most will wear no armor), if you fight a skilled crew under a high level enemy captain, excpect to see the full range of possible armors among his crew.
The armor tables change every 5 levels, so expect to see huge differences across enemy levels in terms of what percentage even have armor, and what types they have. Leather jerkins are a common standby across most levels though, reflecting seafaring types tendency to go for simple and light protection. Leather cuiras is a rarer sight, and the simple metal breastplate becomes increasingly common in high level enemies.
2) No weapons disappear from use. AI will have weapons between level 1 and their level.
3) Low tier swords increased in power to allow for some usefulness, while still preserving progression. See Pieter's ideas and discussion for more background on this experiment:Feature Request - Fighting: Reduce Effect of Weapons, Increase Effect of Skills | PiratesAhoy!
4) Sword and armor costs generally reduced.
Notice these changes operate together to preserve balance: The AI will hit a bit less hard on average, but so will you, as they will be wearing armor. Meanwhile, prevalence of armor won't cause looting to be too rich, as costs have gone down.
5) Lots of general rebalancing and alterations to the weapons. For example, reduced ottoman sabres and chinese broadswords being dominant weapons in the Caribbean. Several swords rebalanced. Armor rarity increased, doesn't affect it showing up on ai enemies, just a store balance to new lower price.
6) Rebalancing of all guns, reflecting the accuracy drop from using a horse pistol with a giant caliber among maybe 20 other tweaks, on the whole allowing realistic and useful range of guns each having some tradoffs for the AI and player.
Press F11 to reinitilize if using a saved game. Please leave any feedback you have.
-expanded double running speed to all models
-brought "sword drawn" running speeds into consistent relationship with normal running (6.0 to 6.6 m/s)
Sept 18: New
- doubled running speed (now much more realistic in relation to walk speed, and also saved tons of player time),
- english female officer voice swap so she doesn't sound like an 80 year old grandmother,
- tweaked weather pointing a bit south, so wind blows somewhere between W and SW, as is realistic.
Updated with main mod patches, September 17: Levis has fixed several bugs in the main mod over the past couple of days. I have bundled all currently completed main mod fixes into the experimental release new archive, so you can get access to them now. You still need to download the latest 4.1 WIP september patch first, but this covers the new fixes put out in the past couple of days.
Everything is saved game compatible, and you certainly want these fixes in your game. Please re download and overwrite with the new attached zip.
September 15 update: NEW Trade Wind mechanic and a couple of fixes
Now, just as in the real Caribbean, you have trade winds--you will have an eastern wind (meaning, it blows towards the west) much of the time, and you'll be able to strategically adapt your trade routes and privateering to this realistic weather pattern. The wind will still sometimes blow to the east, but not nearly as often. The chances are modeled after real recorded wind data from the Caribbean, which Pieter was kind enough to point me towards.
This will mainly affect direct sail players, and the worldmap will stillmbe available to bypass any difficulties.
Fans of Sid Meier's Pirates will remember this tendency of the wind to blow to the West well, as well as anyone who has spent time sailing around the real Caribbean.
I believe this will be a fun and strategic addition, but if you hate it, just delete the folder marked "weather" within the installation zip before installing.
On the other hand, if you want to try out ONLY the trade winds, and not the AI armor and other changes, a seperate zip with just the weather file is included.
The Trade Winds Only zip is 100% saved game compatible with any version of the mod you might be playing, so feel free to test it out in current campaigns!
Past Update Notes:
--September 13, 2016 update to latest main mod patch + bundled together with several upcoming fixes planned for inclusion in the next main mod patch.
Remember, the new main mod patch is NOT saved game compatible. Finish your campaigns before updating.
When ready to update, first install the main mod patch zip file Marked EXTRA INSTALLATION here: Mod Release - Build 14 Beta 4.1 WIP | PiratesAhoy!
After that, install the experimental mod zip file attached to this post into your main game directory, overwriting files.
Please do leave any feedback you have from this or prior versions of the experimental releases. I would especially love to hear how the new "AI equips armor" component is working out, since that is a new feature.
NOTES:
Install files include all past experiments (Skilled AI captains and fair sea battles, consistent bandits, apply difficulty to AI captain skill, non magical luck, firstmate/doctor switch, rebalanced AI captains, and officer/crew tweaks). Please see those pages for details on their changes.
Mod Release - Experiment 1: Skilled AI Captains and fair sea battles | PiratesAhoy!
Mod Release - Experiment 2: consistent bandits, apply difficulty to AI captain skill, and non-magical luck | PiratesAhoy!
Experiment 3: Firstmate/doctor switch, rebalanced crews and captains, and officer tweaks | PiratesAhoy!
New changes since Experiment 3:
1) AI enemies will now spawn with and equip armor. Chance depends on the enemy level (not your level) and covers a range of possibilities. If you fight a bunch of bandits (they don't level with the player anymore), they will be wearing a mix of leather jerkins and armor (but most will wear no armor), if you fight a skilled crew under a high level enemy captain, excpect to see the full range of possible armors among his crew.
The armor tables change every 5 levels, so expect to see huge differences across enemy levels in terms of what percentage even have armor, and what types they have. Leather jerkins are a common standby across most levels though, reflecting seafaring types tendency to go for simple and light protection. Leather cuiras is a rarer sight, and the simple metal breastplate becomes increasingly common in high level enemies.
2) No weapons disappear from use. AI will have weapons between level 1 and their level.
3) Low tier swords increased in power to allow for some usefulness, while still preserving progression. See Pieter's ideas and discussion for more background on this experiment:Feature Request - Fighting: Reduce Effect of Weapons, Increase Effect of Skills | PiratesAhoy!
4) Sword and armor costs generally reduced.
Notice these changes operate together to preserve balance: The AI will hit a bit less hard on average, but so will you, as they will be wearing armor. Meanwhile, prevalence of armor won't cause looting to be too rich, as costs have gone down.
5) Lots of general rebalancing and alterations to the weapons. For example, reduced ottoman sabres and chinese broadswords being dominant weapons in the Caribbean. Several swords rebalanced. Armor rarity increased, doesn't affect it showing up on ai enemies, just a store balance to new lower price.
6) Rebalancing of all guns, reflecting the accuracy drop from using a horse pistol with a giant caliber among maybe 20 other tweaks, on the whole allowing realistic and useful range of guns each having some tradoffs for the AI and player.
Press F11 to reinitilize if using a saved game. Please leave any feedback you have.
Swords: Left the high end swords alone entirely, instead, applied a formula to the lower level swords to give them enough damage to stay somewhat reasonable (for example, level 1 swords got +4 to min and max damage, and +10 to their best of piercing/block and +5 to the other). Then went back and added a bit more to most basic swords. Adjusted as I went as seemed reasonable. Still huge progression, so the player gets all the same fun, and only low level swords altered.
Did do a couple of logical fixes. I didn't touch the unique swords, they are as overpowered as ever. I did make the Schiavona properly good, it fills a nice role not adddressed otherwise. Tizona also made better. Altered the Asiatic broadsword (its stats weren't reflective of its reality). Generally deviated from the formula I used as levels increased to reflect reality, and in cases like the dagger where it wouldn't make sense. Dropped the shellcup falchion down a bit, same with pirana.Venetian cutlas enhanced a bit, seing as how it is the finest of the cutlas line, and to seperate it a bit from the boson's choice. Levels adjusted throughout, also rarity.
All costs rebalanced to be reasonable (meaning, much lower) for weapons and armor. But many sword prices increases, based on the logic of their relation to other blades and the type of blade involved. Sword prices mostly based on a combination of rarity/realism/stats
With this and experiment 2 installed Mod Release - Experiment 2: consistent bandits, apply difficulty to AI captain skill, and non-magical luck | PiratesAhoy! , the world mostly stops leveling with the player (the exception being that you still won't see weapons until you hit the min level). I think this should make for a more interesting and varied game, which allows the player to see his progression.
Meanwhile, costs for weapons much decreased to keep reasonable in comparison to ship prices
Gun stats were carefully modified to increase relevance of most weapons and provide realistic tradeoffs, and min levels/rarity manipulated in a few instances to keep the flintlock pistol as a comparitively decent options for the ai
Random odd things fixed (like a brace of flintlock pistols having the same reload time as a single one, the 4 horse pistol set having same reload time as 1, etc)
LongRifle_C also made a random item that can appear in a couple of periods, but very rare.
Did do a couple of logical fixes. I didn't touch the unique swords, they are as overpowered as ever. I did make the Schiavona properly good, it fills a nice role not adddressed otherwise. Tizona also made better. Altered the Asiatic broadsword (its stats weren't reflective of its reality). Generally deviated from the formula I used as levels increased to reflect reality, and in cases like the dagger where it wouldn't make sense. Dropped the shellcup falchion down a bit, same with pirana.Venetian cutlas enhanced a bit, seing as how it is the finest of the cutlas line, and to seperate it a bit from the boson's choice. Levels adjusted throughout, also rarity.
All costs rebalanced to be reasonable (meaning, much lower) for weapons and armor. But many sword prices increases, based on the logic of their relation to other blades and the type of blade involved. Sword prices mostly based on a combination of rarity/realism/stats
With this and experiment 2 installed Mod Release - Experiment 2: consistent bandits, apply difficulty to AI captain skill, and non-magical luck | PiratesAhoy! , the world mostly stops leveling with the player (the exception being that you still won't see weapons until you hit the min level). I think this should make for a more interesting and varied game, which allows the player to see his progression.
Meanwhile, costs for weapons much decreased to keep reasonable in comparison to ship prices
Gun stats were carefully modified to increase relevance of most weapons and provide realistic tradeoffs, and min levels/rarity manipulated in a few instances to keep the flintlock pistol as a comparitively decent options for the ai
Random odd things fixed (like a brace of flintlock pistols having the same reload time as a single one, the 4 horse pistol set having same reload time as 1, etc)
LongRifle_C also made a random item that can appear in a couple of periods, but very rare.
1) The mechanics of it:
Basically, I am doing it like an old Advanced Dungeons and Dragons 2nd edition loot table, based on enemy (NOT player) level.
It checks if the player is a combatent, check if he is non native, then roll a random number from 0 to 1, find the level of the enemy (NOT the player, this is entirely dependent on enemy level), and then we look up the table of potential armor that I defined for that level range, most in ranges of every 5 levels stepping up the level of armor.
Note on the Gorget: made it fairly rare, as it is a pretty specialized thing for swordsmen and such, the leather jerkin is the much more ubiquitous item for low level bandits and such. In general, the leather jerkin remains a common standby for even high level boarding crews and the like, while the leather cuiras is more rare (I think this reflects reality)
2) Balance notes
A) other components of the experiment drastically reduce the price of armor (together with the sword/gun price rebalance, loot value should remain balanced),
B) The player will have a new advantage in sword quality (the AI will be using swords between level 1 and the AI enemy level plus an offset, but the lower value swords will be increased in performance somewhat, achieving greater variety throughout the game), so losing the player monopoly on armor should be somewhat softened by a potential to stay ahead of the curve on weapons.
Basically, assuming a player that works to acquire good equipment, the balance is transitioned from
old system:
player huge advantage on armor, player slight advantage on weapons,
new system:
player moderate advantage on armor, player moderate advantage on weapons.
So, the AI would be given a random chance of armor in the context of other changes that would work to maintain reasonableness of loot quality and soften any added difficulty.
Some highlights are: battle armor only makes an appearance for enemies level 20 or above, and at pretty low rates, and gold armor is only for levels 30 and above, always remaining rare.
(elsewhere in the experiments, bandits are no longer tied to player level, so no need to worry about bandits in gold armor )
Armor starts at around a 35% chance for low level enemies, builds to 80% for level 30s, and almost certain for level 51 and above.
(which I think balances nicely with the higher level enemies having a chance of having improved but still lower tier swords than before--less damage will be dealt from both the player and the AI, while equipment variety and realism will both be much improved)
Some implementation notes:
Fully tested in dungeon fighting, the AI equips the variety of armor just as the table tells it to based on its level. Also, I am certain the armor is fully equiped, because I was doing some 0 damage hits on 1 guy, and sure enough, he was the one who had rolled up a suit of battle armor.
I did originally include a !CheckAttribute(chr, "friend"), but erased it because it seemed to cause problems getting the enemies equiped in testing. Not sure why, but I don't think it is needed anyway. I think player boarder crewmen do not get equipped through this function anyway.
Basically, I am doing it like an old Advanced Dungeons and Dragons 2nd edition loot table, based on enemy (NOT player) level.
It checks if the player is a combatent, check if he is non native, then roll a random number from 0 to 1, find the level of the enemy (NOT the player, this is entirely dependent on enemy level), and then we look up the table of potential armor that I defined for that level range, most in ranges of every 5 levels stepping up the level of armor.
Note on the Gorget: made it fairly rare, as it is a pretty specialized thing for swordsmen and such, the leather jerkin is the much more ubiquitous item for low level bandits and such. In general, the leather jerkin remains a common standby for even high level boarding crews and the like, while the leather cuiras is more rare (I think this reflects reality)
2) Balance notes
A) other components of the experiment drastically reduce the price of armor (together with the sword/gun price rebalance, loot value should remain balanced),
B) The player will have a new advantage in sword quality (the AI will be using swords between level 1 and the AI enemy level plus an offset, but the lower value swords will be increased in performance somewhat, achieving greater variety throughout the game), so losing the player monopoly on armor should be somewhat softened by a potential to stay ahead of the curve on weapons.
Basically, assuming a player that works to acquire good equipment, the balance is transitioned from
old system:
player huge advantage on armor, player slight advantage on weapons,
new system:
player moderate advantage on armor, player moderate advantage on weapons.
So, the AI would be given a random chance of armor in the context of other changes that would work to maintain reasonableness of loot quality and soften any added difficulty.
Some highlights are: battle armor only makes an appearance for enemies level 20 or above, and at pretty low rates, and gold armor is only for levels 30 and above, always remaining rare.
(elsewhere in the experiments, bandits are no longer tied to player level, so no need to worry about bandits in gold armor )
Armor starts at around a 35% chance for low level enemies, builds to 80% for level 30s, and almost certain for level 51 and above.
(which I think balances nicely with the higher level enemies having a chance of having improved but still lower tier swords than before--less damage will be dealt from both the player and the AI, while equipment variety and realism will both be much improved)
Some implementation notes:
Fully tested in dungeon fighting, the AI equips the variety of armor just as the table tells it to based on its level. Also, I am certain the armor is fully equiped, because I was doing some 0 damage hits on 1 guy, and sure enough, he was the one who had rolled up a suit of battle armor.
I did originally include a !CheckAttribute(chr, "friend"), but erased it because it seemed to cause problems getting the enemies equiped in testing. Not sure why, but I don't think it is needed anyway. I think player boarder crewmen do not get equipped through this function anyway.
Did it this way because we need to run it on a different function than just rarity--it really needs to be tailored to the level of the enemy and carefully balanced against the types of armor that should be appearing in those groups.
//TY adding below code to give armor to AI enemies characters, AD&D equipment table style. Balanced together with the weapon changes which should reduce AI damage dealing in the higher levels.
float armorroll = frnd()
if(isWeapons)
{
if(!CheckAttribute(chr,"isIndian"))
{
if(rank >= 1 && rank <= 10)
{ if (armorroll < 0.3)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.3 && armorroll < 0.34)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.34 && armorroll < 0.35)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.35 && armorroll < 0.36)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 11 && rank <= 15)
{ if (armorroll < 0.3)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.3 && armorroll < 0.4)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.4 && armorroll < 0.46)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.46 && armorroll < 0.47)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 16 && rank <= 20)
{ if (armorroll < 0.4)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.4 && armorroll < 0.5)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.5 && armorroll < 0.65)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.65 && armorroll < 0.66)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 21 && rank <= 25)
{ if (armorroll < 0.4)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.4 && armorroll < 0.47)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.47 && armorroll < 0.67)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.67 && armorroll < 0.68)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.68 && armorroll < 0.69)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 26 && rank <= 30)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.79)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.79 && armorroll < 0.80)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 31 && rank <= 35)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.81)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.81 && armorroll < 0.814)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.814 && armorroll < 0.82)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 36 && rank <= 40)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.85)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.85 && armorroll < 0.86)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.86 && armorroll < 0.87)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 41 && rank <= 45)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.88)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.88 && armorroll < 0.89)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.89 && armorroll < 0.90)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 46 && rank <= 50)
{ if (armorroll < 0.25)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.25 && armorroll < 0.35)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.35 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.88)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.88 && armorroll < 0.89)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.89 && armorroll < 0.90)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 51)
{ if (armorroll < 0.2)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.2 && armorroll < 0.27)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.27 && armorroll < 0.80)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.80 && armorroll < 0.97)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.97 && armorroll < 0.99)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.99 && armorroll < 0.995)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
}
}
//TY adding below code to give armor to AI enemies characters, AD&D equipment table style. Balanced together with the weapon changes which should reduce AI damage dealing in the higher levels.
float armorroll = frnd()
if(isWeapons)
{
if(!CheckAttribute(chr,"isIndian"))
{
if(rank >= 1 && rank <= 10)
{ if (armorroll < 0.3)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.3 && armorroll < 0.34)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.34 && armorroll < 0.35)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.35 && armorroll < 0.36)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 11 && rank <= 15)
{ if (armorroll < 0.3)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.3 && armorroll < 0.4)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.4 && armorroll < 0.46)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.46 && armorroll < 0.47)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 16 && rank <= 20)
{ if (armorroll < 0.4)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.4 && armorroll < 0.5)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.5 && armorroll < 0.65)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.65 && armorroll < 0.66)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 21 && rank <= 25)
{ if (armorroll < 0.4)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.4 && armorroll < 0.47)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.47 && armorroll < 0.67)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.67 && armorroll < 0.68)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.68 && armorroll < 0.69)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 26 && rank <= 30)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.79)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.79 && armorroll < 0.80)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 31 && rank <= 35)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.81)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.81 && armorroll < 0.814)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.814 && armorroll < 0.82)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 36 && rank <= 40)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.85)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.85 && armorroll < 0.86)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.86 && armorroll < 0.87)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 41 && rank <= 45)
{ if (armorroll < 0.35)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.35 && armorroll < 0.45)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.45 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.88)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.88 && armorroll < 0.89)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.89 && armorroll < 0.90)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 46 && rank <= 50)
{ if (armorroll < 0.25)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.25 && armorroll < 0.35)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.35 && armorroll < 0.75)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.75 && armorroll < 0.88)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.88 && armorroll < 0.89)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.89 && armorroll < 0.90)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
if(rank >= 51)
{ if (armorroll < 0.2)
{
GiveItem2Character(chr, "jerkin");
EquipCharacterByItem(chr, "jerkin");
}
if (armorroll >= 0.2 && armorroll < 0.27)
{
GiveItem2Character(chr, "cured");
EquipCharacterByItem(chr, "cured");
}
if (armorroll >= 0.27 && armorroll < 0.80)
{
GiveItem2Character(chr, "cheaparmor");
EquipCharacterByItem(chr, "cheaparmor");
}
if (armorroll >= 0.80 && armorroll < 0.97)
{
GiveItem2Character(chr, "commonarmor");
EquipCharacterByItem(chr, "commonarmor");
}
if (armorroll >= 0.97 && armorroll < 0.99)
{
GiveItem2Character(chr, "goldarmor");
EquipCharacterByItem(chr, "goldarmor");
}
if (armorroll >= 0.99 && armorroll < 0.995)
{
GiveItem2Character(chr, "gorget");
EquipCharacterByItem(chr, "gorget");
}
}
}
}
Tagging @imado552 @Cerdock @Eskhol
Last edited: