Would it be possible to make a passive ability like a "reanimate self" that checks when the PC/monster is dead and then gives a chance of rising again (based on willpower, for example)?
Passive ability that works on-death
Débuté par
Dark_Ansem
, sept. 06 2010 05:59
#1
Posté 06 septembre 2010 - 05:59
#2
Posté 06 septembre 2010 - 08:24
That should be easy. For example, here's a module script snippet for intercepting player death:
case EVENT_TYPE_SET_GAME_MODE:
{
int nGameMode = GetEventInteger(ev, 0);
if (nGameMode == GM_DEAD)
if (condition for cheating death met)
{
(do stuff)
bEventHandled = TRUE;
}
break;
}
If you wanted this to happen as soon as the player or creature is hors-de-combat, you'd intercept the DEATH event in the creature script instead.
#3
Posté 06 septembre 2010 - 09:14
Yes something like: 1/10 chance of being revived. I wonder if it can delayed though, like, revived in X seconds.
EDIT: I also wonder if I could make it item-dependant, either just by having it in inventory or by having it equipped, similar to Wynne's special ability linked to Aneirin's token.
EDIT: I also wonder if I could make it item-dependant, either just by having it in inventory or by having it equipped, similar to Wynne's special ability linked to Aneirin's token.
Modifié par Dark_Ansem, 06 septembre 2010 - 09:51 .
#4
Posté 06 septembre 2010 - 04:47
You could do all of that. In the case of full party death, you probably wouldn't want a delay, otherwise the player might think they really are dead, and reload.
#5
Posté 06 septembre 2010 - 04:56
or the game could force itself to reload, isn't it?





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