-
Notifications
You must be signed in to change notification settings - Fork 11
Armors
Raulfin edited this page Jan 2, 2015
·
8 revisions
This file defines general armor settings and armor materials.
<armor_settings>
<armorFactorBody>5.0</armorFactorBody>
<armorFactorFeet>1.6</armorFactorFeet>
<armorFactorHands>1.8</armorFactorHands>
<armorFactorHead>3.0</armorFactorHead>
<armorFactorShield>2.3</armorFactorShield>
<meltdownOutputBody>2</meltdownOutputBody>
<meltdownOutputFeet>1</meltdownOutputFeet>
<meltdownOutputHands>1</meltdownOutputHands>
<meltdownOutputHead>1</meltdownOutputHead>
<meltdownOutputShield>2</meltdownOutputShield>
<maxProtection>90.0</maxProtection>
<protectionPerArmor>0.1</protectionPerArmor>
</armor_settings>
---> This section covers general settings. PaMa's armor formula is as follows: Armor rating = slot multiplier * armorBase
The first few entries define the slot multipliers. Body armor protects more than helmets, helmets more than
gauntlets, and legguards come in last. At least with the default settings.
Entries six through ten set the number of goods you retrieve when melting down armor from specific slots.
And finally, maxProtection defines the maximum possible physical damage reduction one can achieve, in percent,
while protectionPerArmor defines how much physical damage reduction each point of armor provides - again
in percent.
With these settings, one needs 900 totsl armor to achieve the maximum damage reduction of 90%.
Rest of the file is simple.
<armor_materials>
<armor_material>
<armorBase>10</armorBase>
<identifier>Fur</identifier>
<materialMeltdown>FUR</materialMeltdown>
<materialTemper>FUR</materialTemper>
</armor_material>
...
</armor_materials>
armor_material entries define.... armor material. armorBase is the value from the armor formula above.
identifier is a string used to reference this definition that must be unique among all armor_material
entries.
materialMeltdown and materialTemper define how the material is treated when determining tempering/meltdown
perk requirements and output. Only the following values may be entered, all case-sensitive:
ADVANCED NONE IRON STEEL DWARVEN FALMER ORCISH STEELPLATE EBONY DRAGONPLATE
DAEDRIC FUR HIDE LEATHER ELVEN SCALED GLASS DRAGONSCALE STALHRIM_HEAVY
STALHRIM_LIGHT NORDIC_HEAVY BONEMOLD_HEAVY CHITIN SILVER GOLD
"NONE" means you can't melt it down if entered as materialMeltdown, or that you don't need a perk to temper it when entered as materialTemper.
<armor_material_bindings>
<armor_material_binding>
<identifierMaterial>Leather</identifierMaterial>
<substringArmor>Leather</substringArmor>
</armor_material_binding>
...
</armor_material_bindings>
---> This section ties armor_material entries to actual in-game armor, based on matching substrings. This entry says: "Every armor with Leather in its name should use the armor_material referenced by the identifier Leather". The longest matching substring counts if multiple matches are found.
And finally...
<armor_masquerade_bindings>
<armor_masquerade_binding>
<substringArmor>Falmer</substringArmor>
<masqueradeFaction>FALMER</masqueradeFaction>
</armor_masquerade_binding>
...
</armor_masquerade_bindings>
---> This is where you define how the perk "Masquerade" from Speechcraft treats armor. Again, all based on substring matching. This entry means that any armor containing the word "Falmer" in its name will count towards a falmer disguise.
masqueradeFaction only accepts the following values:
FALMER FORSWORN BANDIT STORMCLOAK IMPERIAL VAMPIRE CULTIST THALMOR
Notes: CULTIST refers to a certain Dragonborn faction. VAMPIRE refers to Dawnguard vampires.
TODO: armor_modifier (work like ammunition modifier, but multiplicative)