Can someone points me to the standard script that handle the healer's kit?
Script of Healer's Kit
#1
Posté 30 mars 2015 - 11:50
#2
Posté 31 mars 2015 - 01:11
It is hard-coded (which is why it is able to get the save DC for poisons and diseases).
- kalbaern aime ceci
#3
Posté 31 mars 2015 - 01:56
my latest patch 1.72beta8 or 9 it is? has this softcoded, however it works only when using NWN©X, the script is 70_s3_healkit
Plus there is a small downside of my method, since NWScript has no way to determine poison/disease ID (without another NWNX plugin) it assigns random DC, but if you want to remove that part of the functionality its not a problem.
- Kato - aime ceci
#4
Posté 31 mars 2015 - 02:16
If you are looking for a round-about way of implementing this, you could assign all poisons and diseases an initial script (if they do not already have one) that would save the poison/disease DC as a variable on the creature (a creature can only have one poison and one disease at a time). The only issue there is that a disease will not run its initial script until after the incubation period.
#5
Posté 31 mars 2015 - 02:20
If you are looking for a round-about way of implementing this, you could assign all poisons and diseases an initial script (if they do not already have one) that would save the poison/disease DC as a variable on the creature (a creature can only have one poison and one disease at a time). The only issue there is that a disease will not run its initial script until after the incubation period.
im already doing this sort of things, however i have currently only 1 placeable for all diseases/poisons so I cant recognize the ID anyway, to do it I would have to create a new object for every poison/disease which is not worth at all
#6
Posté 31 mars 2015 - 04:38
im already doing this sort of things, however i have currently only 1 placeable for all diseases/poisons so I cant recognize the ID anyway, to do it I would have to create a new object for every poison/disease which is not worth at all
I'm not sure what this has to do with my statement, but if you limit poisons and diseases to one per target (as BioWare does), then you can store the ID on the target rather than on the effect creator.
#7
Posté 01 avril 2015 - 06:45
I'm not sure what this has to do with my statement, but if you limit poisons and diseases to one per target (as BioWare does), then you can store the ID on the target rather than on the effect creator.
I dont but stacking poisons is and optional switch so your advice should work as long as module doesnt allow poison stacking. I misunderstood you in a first time, now it makes sense should solve my problem with healers kit softcode script, thanks.





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