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UpdateHP System v4 (Put Health Percentages Into Any Module Easily and More)


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#26
ffbj

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For Nissa_Red:
http://nwvault.ign.c....Detail&id=3730

Usually the  way it works you make something and tweak, tweak.
It's cool I like it.
I put stuff on cmbtrdend as do many others.  I wonder how it would work in that slot.

Modifié par ffbj, 18 mars 2013 - 02:05 .


#27
MagicalMaster

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Version 4 is up.  Needed to fix a potential bug introduced in v3 that ONLY occurs if you use the advanced option. Specifically, the advanced option would call the script on any creature in the area, even if the script was not meant to run on the creature. New version will only run on creatures who previously had the script running on them.

- Fixed bug in advanced option introduced in v3 that would call the script on any creature in the area, even those who weren't meant to have the script run on them (potentially henchmen, summons, etc). No impact if you weren't using the advanced option

Nissa_Red wrote...

Just saying that my players (well their characters) will probably die out of old age before being able to kill a 100 000 hp boss ^.^


Hah, fair enough.  I wasn't actually trying to go past like 50k or so, but it turned out that the method innately would support up to 2 billion, so...

Nissa_Red wrote...

My module is really meant to be rather low-key in levels and quality of equipment, focusing on story and survival instead. Being able to manage locational damage, and/or potentially other secondary systems, is therefore the *true* value of your system to me, at least in a first time. Also, the fact that players can't see their "true" current hp is another plus to me. Not excluding anything though, who knows what other good things it could inspire me in a second time.


Makes sense.  Would be delighted to see other ideas pop out of this one.

Nissa_Red wrote...

My real concern was mostly on the side of the extra scripting load this system would apply to a module, and you have adressed it. I am now eager to get it up and running, so that I can test it and use it.

I would like to thank you again for sharing, documenting and supporting this system as you do.


Good to hear, and happy to help - feel free to let me know if you'd like help trying to figure out how to adapt the concept to another system.

Modifié par MagicalMaster, 18 mars 2013 - 07:03 .


#28
Shadooow

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ShaDoOoW wrote...

Again the concept is brilliant, but the method of doing that less so. Also for very massive hit points, 10k hp base is not enought to make proper illusion of the default HP percentage so for a more than 100k hp editing the creature's base hitpoint via the method I suggested would be preferred anyway.

My point is that this isnt any big breakthrough since need for massive hitpoints over this 30k is rare circumstance even in extremely high magic really. In cases builder wants more than 30k hp without need to alter constitution/levels from any reason, this would be ideal method though.

Im revisiting my first opinion about this.

1) I was wrong. The number of hitpoints doesn't matter to make proper illusion of the correct HP status, what matter is frequence of the damaged-check or method/event where is this done.

2) It is breakthrough, I didnt want to admit that because it uses immmortality for the effect which is something I came up years ago with my 'immunity to devastating critical hit' solution. But you, MagicMaster, reused the immortality for something different and unique and you deserve appreciation. (Something I should probably give more often :innocent:)

thanks you published this at vault for anyone to use

#29
MagicalMaster

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Appreciated, ShaDoOoW.