I am adding protections for certain hides and ores. I had decided to set the intrinsic resistance mod members on the armour as it is crafted and, and for my custom protections set them as CProps on the item, then have the equip and unequip scripts add and remove the protections from the player as each item is equipped or unequipped respectively. I'm reading the protection info from a cfg file based on the objtype of the raw material. I'm storing the protection type and the base value of the protection in the cfg file. Is this the best way to do this or should I have the equip script look up these protections from the config file and apply them to the character's resist mod members on the fly as each item is equipped then do the same to remove protections as the items are unequipped?
Example of the config file:
Code: Select all
Item 0x8895
{
Protection Fire 3
}
I'm not sure if I explained this clearly enough but I'll ask anyway. Which method would be the best? Would looking the values up in a cfg file each time an item is equipped/unequipped be much of a burden on the server versus the equip script just reading the intrinsic mod from the item and transferring that to the character and then removing it in the unequip script? Would one method be less likely to glitch and accidentally leave the mods on a character if an item is unequipped?
I hope this made sense.
Thanks in advance.