Is there any script that can be plugged into that generally marks the start of round for a player?
Or basically I want to be able to set a variable at the start of each round for a player.
I imagine there must be. I just can't think of any.
Thanks
Start of round event
Débuté par
luna_hawke
, févr. 23 2012 09:34
#1
Posté 23 février 2012 - 09:34
#2
Posté 24 février 2012 - 12:08
no
heartbeat, but each creature has it's own round schedule, and initiative is used to determine when that round schedule starts.
heartbeat, but each creature has it's own round schedule, and initiative is used to determine when that round schedule starts.
#3
Posté 24 février 2012 - 03:28
painofdungeoneternal wrote...
no
heartbeat, but each creature has it's own round schedule, and initiative is used to determine when that round schedule starts.
Correct me if I'm wrong but isen't that what the area heartbeat script is.
#4
Posté 24 février 2012 - 03:41
No it's not, the heartbeat happens once per round. Could be anywhere during the creatures attacking sequence, and even at the beginning every once in a while, but there is no correlation beyond that.
Each creature has it's own sequence of attacks on a 6 second schedule ( or rather 3 flurries during that 6 seconds ). Initiative creates a delay for when this sequence starts ( which ensures this is not a game based on the players reflexes but on the creatures stats ), but each creatures rounds aren't syncronized to the other creatures. Technically while it's different, the effect ends up being something which follows the spirit of the D&D round based system but adapted to the fact it's a real time game.
Each creature has it's own sequence of attacks on a 6 second schedule ( or rather 3 flurries during that 6 seconds ). Initiative creates a delay for when this sequence starts ( which ensures this is not a game based on the players reflexes but on the creatures stats ), but each creatures rounds aren't syncronized to the other creatures. Technically while it's different, the effect ends up being something which follows the spirit of the D&D round based system but adapted to the fact it's a real time game.
#5
Posté 24 février 2012 - 02:25
With the user defined events you can have access to the end of a combat round if that helps.
#6
Posté 24 février 2012 - 08:43
Thanks Shaughn, that would help
#7
Posté 24 février 2012 - 09:07
Well one more question. Is there a default user defined event script for players?
If not, how does one go about setting one?
Thanks
If not, how does one go about setting one?
Thanks
#8
Posté 24 février 2012 - 10:55
There is a user defined script in the module properties. You can check the official games and pull out their k_mod_ud to see what they do.
#9
Posté 24 février 2012 - 11:48
You'd need to test it's firing each round, i suspect it's NPC only. ( i think there is a var set on the creatures which will allow triggering this --> NW_FLAG_END_COMBAT_ROUND_EVENT , and it's coming from the AI, and its using EVENT_END_COMBAT_ROUND )





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