Npc_ChangeAttribute(self,ATR_HITPOINTS,120) If(hero.attribute 250 & !FF_ACTIVE(hiaccapi)) Npc_ChangeAttribute(hero,ATR_HITPOINTS,gharbl/25)
Npc_ChangeAttribute(self,ATR_HITPOINTS,70) If(hero.attribute 210 & !FF_ACTIVE(medaccapi)) Npc_ChangeAttribute(hero,ATR_HITPOINTS,lifeunmezzo/25) Var int lifeunmezzo lifeunmezzo = hero.attribute/2 Npc_ChangeAttribute(self,ATR_HITPOINTS,50) If(hero.attribute 150 & !FF_ACTIVE(Lowaccapi)) Npc_ChangeAttribute(hero,ATR_HITPOINTS,lifeunterzo/25) Var int lifeunterzo lifeunterzo = hero.attribute/3 Npc_ChangeAttribute(hero,ATR_MANA,manun/25) If(hero.attribute 140 & !FF_ACTIVE(MedMana)) Npc_ChangeAttribute(hero,ATR_MANA,manunmezzo/25) Var int manunmezzo manunmezzo = hero.attribute/2 If(hero.attribute 90 & !FF_ACTIVE(LowMana)) Npc_ChangeAttribute(hero,ATR_MANA,manunterzo/25) Var int manunterzo manunterzo = hero.attribute/3 I'll upload the files shortly, so you can have a look at them yourselves.ĮDIT: !FUBHSLiA!uu8V0POqv7llN5VzRcFB-THn_V3-2IeKmy7_cCcRbQM Does that compromise the compiling in-game? They're two different formats after all. #2: I have added to the normal guard armor two skulls, which are. #1: How do I join the skulls to the main armor, specifically how do I rig them onto a bone? I fear some of the issues are that the skulls aren't exactly connected to the armature, but I'm a noob with Blender and couldn't find anything helpful on this site. # Shows armor without skulls, and different texture # Connected them to the main body ( zm_Sld_Tm) # They still are two different entities, named Skull1 and 2 (with the zm_ prefix) # Merged two skulls (skull.3ds) in the scene
It obviously doesn't work in game and crashes (access violation, will update with logs later). Hey everyone, I wanted to create an armor similar to the one from the cancelled Gothic sequel