Otherwise for the code of "great armor" I found the line that defines the custom hp:
define BLUE_SHIELD_AMOUNT 140 define RED_SHIELD_AMOUNT 180 define ORANGE_SHIELD_AMOUNT 200 useractor notenemy RED_SHIELD_DRESS ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SHIELD RED_SHIELD_AMOUNT ifcanseetarget { setplayer[THISACTOR].max_shield_amount 180 addinventory GET_SHIELD RED_SHIELD_AMOUNT quote 38 ifspawnedby RED_SHIELD_DRESS state getcode else state quikget } enda useractor notenemy BLUE_SHIELD_DRESS ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SHIELD BLUE_SHIELD_AMOUNT ifcanseetarget { setplayer[THISACTOR].max_shield_amount 140 addinventory GET_SHIELD BLUE_SHIELD_AMOUNT quote 38 ifspawnedby BLUE_SHIELD_DRESS state getcode else state quikget } enda useractor notenemy ORANGE_SHIELD_DRESS ifmove RESPAWN_ACTOR_FLAG state respawnit else ifp pshrunk nullop else ifp palive ifcount 6 ifpdistl RETRIEVEDISTANCE ifpinventory GET_SHIELD ORANGE_SHIELD_AMOUNT ifcanseetarget { setplayer[THISACTOR].max_shield_amount 200 addinventory GET_SHIELD ORANGE_SHIELD_AMOUNT quote 38 ifspawnedby ORANGE_SHIELD_DRESS state getcode else state quikget } enda
Explanation! The orange shield has the percentage of hp at the maximum (200hp). The red shield (180hp) and blue shield (140hp). What I would like to do is avoid picking up the others shields when Duke finds the one in orange (200hp). I would also like this same shield can be replaced by another, only if Duke at a percentage of 100hp (classic game). You see ?