B-2Admirer said:
MIB88, how difficult is to adapt the lootable armor mod in its current state (Science and Repair check) to RP? What files does it modify?
It would be relatively easy* to adapt it to the RP. Most scripts that use the lootable armor mod are for generic critters. So, most of my scripts for that won't remove content from the RP. Also, they most likely have any bug fixes from Killap already. However, I can't just give you that list. It's a pretty extensive list. Well, I could do it, but, I really do have other things to keep me busy. So, what you could do is this: download the standalone lootable armor mod. Open it and view all the files that are for critters. Make a list. You might want to view the scripts.lst file in the data/scripts folder (open it with notepad) to see which scripts are for generic critters. Wouldn't be a bad idea to even learn how to use the official mapper, so that you can see which scripts are used on which maps... just as a double-check. Then, just add the corresponding files from the MM to the RP.
Doing the above would work for generic critters in armor, like, say, random Enclave Patrolmen or Salvatore's guys. However, if you replace critters that have been modified for the RP, like Lara's gang in the Den, then you will break your game.
The other option is to take the code from my scripts and then add them to the RP scripts. That would take even more time, though. But, you would still have all the new content from any RP files.
*does not mean it could be done properly in only a few minutes... it's gonna be time consuming
Elitech said:
MIB88, is it possible to make the game check for dmg done? i.e. if more than 50% of dmg done to critter (in total, comparing with his HP) is "torso" dmg, armor will not drop?
I really don't think this can be done through scripting. Nothing immediately comes to mind on how to do that.