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
}
endaExplanation! 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 ?

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