Still no practical way to get smithing for weapon in hand?

Post » Sat Jul 05, 2014 9:44 pm

Is there really STILL no practical way to get smithing for weapons in hand?

Gethealth() only works for reference of a weapon. And there is no ref of the weapon when it is in your hands....no?

; my formula : damage = base damage * (1 + 0.5 * skill/100) * Armor Can't get smithing for the actor's weapon! :confused:
float BaseDamage = 10
float Skill = attacker.getactorvalue("twohanded")
float ArmorRate
;"Head "
ArmorRate = (((Me.GetWornForm(Armor.getMaskForSlot(30))) as armor).GetArmorRating())as float
if ArmorRate <= 0
ArmorRate = (((Me.GetWornForm(Armor.getMaskForSlot(31))) as armor).GetArmorRating())as float
endif
;"Body "
ArmorRate = ArmorRate + (((Me.GetWornForm(Armor.getMaskForSlot(32))) as armor).GetArmorRating())as float
;"Leg Feet"
ArmorRate = ArmorRate + (((Me.GetWornForm(Armor.getMaskForSlot(37))) as armor).GetArmorRating())as float
;"hands "
ArmorRate = ArmorRate + (((Me.GetWornForm(Armor.getMaskForSlot(33))) as armor).GetArmorRating())as float
;"shield "
ArmorRate = ArmorRate + (((Me.GetWornForm(Armor.getMaskForSlot(39))) as armor).GetArmorRating())as float
;"shield"
;ArmorRate = me.GetEquippedShield().GetAR() ; Not sure which one I should use?
if ArmorRate > 85.0
ArmorRate = 85.0
endif
ArmorRate = 1 - (ArmorRate / 100)
Float damage = 10 * (1 + 0.5 * skill/100) * ArmorRate
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Jarrett Willis
 
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