laclongquan
Boned Hunter of Sister
That's "on paper" features.
But buried deep in the codes are some special things you dont know about. And we dont know as much about detection and lighting penalty. Or at least I dont find much discussed about its code. I only know that sneaking at night is easier (comparatively at 120), thus we can get nearer targets and burst them first. So they die faster.
Say, Sneak. Would you know there's features related to Sneak 120? And that's not said anywhere official either, only shown on some codes
Sneak 120 is easy to see on those codes. But perception range we dont know how lighting penalty affect that variable because that's not on said code related to sneak.
But buried deep in the codes are some special things you dont know about. And we dont know as much about detection and lighting penalty. Or at least I dont find much discussed about its code. I only know that sneaking at night is easier (comparatively at 120), thus we can get nearer targets and burst them first. So they die faster.
Say, Sneak. Would you know there's features related to Sneak 120? And that's not said anywhere official either, only shown on some codes
Code:
if (target is in front of watcher) {
perception_range = 5 * watcher_perception;
if (target has TransGlass_ flag on) { // Stealth Boy effect
perception_range /= 2;
}
if (target == player) {
if (successful sneak) {
[B]perception_range[/B] /= 4;
if ([B]player_sneak_skill > 120[/B]) {
perception_range -= 1;
}
} else if (sneak mode on) { // unsuccessful sneak - roll failed but player's still in sneak mode
perception_range = 2 * perception_range / 3;
}
}
}
if (distance <= perception_range)
return 1;
}
// in back of watcher
if (in combat) {
perception_range = 2 * watcher_perception;
} else {
perception_range = watcher_perception;
}
if (target == player) {
if (successful sneak) {
perception_range /= 4;
if [B](player_sneak_skill > 120) {
perception_range -= 1;[/B]
}
} else if (sneak mode on) { // unsuccessful sneak
perception_range = 2 * perception_range / 3;
}
}
if (distance <= perception_range)
return 1;
} else {
return 0;
}
Sneak 120 is easy to see on those codes. But perception range we dont know how lighting penalty affect that variable because that's not on said code related to sneak.
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