I'm using the "knockdown" death system, meaning the game ends only if the entire party dies; otherwise members are resurrected at the end of combat at 1 hit point. Unfortunately, they lose all of their negative effects upon resurrection. Where do I go to prevent this from happening, or to re-apply the effects after they get up?
WakeCreature without removing effects
Débuté par
Batmanis64
, nov. 14 2010 03:37
#1
Posté 14 novembre 2010 - 03:37
#2
Posté 15 novembre 2010 - 11:59
Is it the SoZ system you are using or one from the vault? I dont think that the SoZ system removes all effects.
#3
Posté 15 novembre 2010 - 12:05
Sounds like the OC system, rather.
#4
Posté 15 novembre 2010 - 12:33
I don't have SoZ, just MotB. I'm using the default comp_death scripts. How can I edit these to get what I want, or do I have to get SoZ?
I might just add a conversation script that fires at the end of the player's combat round and when it is safe to do so, and add some actions into some blank nodes with some conditionals. I've been trying to do something similar with the game's resurrection script, but the act of resurrecting the character always wipes out any effects I apply, so if this happens AFTER they players get up, it shouldn't be a problem.
I might just add a conversation script that fires at the end of the player's combat round and when it is safe to do so, and add some actions into some blank nodes with some conditionals. I've been trying to do something similar with the game's resurrection script, but the act of resurrecting the character always wipes out any effects I apply, so if this happens AFTER they players get up, it shouldn't be a problem.
Modifié par Batmanis64, 15 novembre 2010 - 12:36 .
#5
Posté 15 novembre 2010 - 12:46
You need to edit ginc_death, find the function WakeUpCreature and tailor it to your need.
Now it's strange because this function does not remove effects. Maybe it changed from MotB to SoZ but I don't think so.
Now it's strange because this function does not remove effects. Maybe it changed from MotB to SoZ but I don't think so.
#6
Posté 15 novembre 2010 - 11:06
I have MotB and SoZ, and I've noticed that bleeding damage certainly continues after a companion resurrects. It can be highly annoying, since the companion keeps 'dying' again repeatedly for quite some time after the battle is over, and usually too quickly to use a healing spell or kit on them. I've never noticed whether negative ability modifiers are wiped out or not though.
#7
Posté 16 novembre 2010 - 01:56
The conversation script I came up with works now. I did mess with the ginc_death script, but all of the negative effects were never applied, but the positive ones were. I even cut out the line "RemoveEffects," and added a delay to the application of effects, to no avail. The convo works since the effects are applied while the player is not in the act of being resurrected, I'm assuming.
#8
Posté 16 novembre 2010 - 05:27
If restoration is cast then some effects are removed as well.
#9
Posté 16 novembre 2010 - 10:06
Olblach wrote...
If restoration is cast then some effects are removed as well.
Yes - that played havok with my exhaustion script, so I ended up making the negative effects only last for an hour, and then get re-applied each hour. That way restoration only bought you a bit of time before you had to rest. It also had the advantage that the PC and companions spoke their 'tired' dialogue every hour that they stayed up past their bed-time.





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