Vox Kalam Posted September 28, 2007 Share Posted September 28, 2007 Can it be done, without altering the MAXIMUM vitality? Link to comment Share on other sites More sharing options...
GameGeeks Posted September 28, 2007 Share Posted September 28, 2007 cant you just use the editor to do that? or a code? Link to comment Share on other sites More sharing options...
Vox Kalam Posted September 28, 2007 Author Share Posted September 28, 2007 No, I need a script to make a character wounded, down to like 1vp, in-convo. Link to comment Share on other sites More sharing options...
tk102 Posted September 28, 2007 Share Posted September 28, 2007 You mean like EffectHeal and EffectDamage? void main() { object oTarget2Heal=GetObjectByTag("somebody"); object oTarget2Hurt=GetObjectByTag("somebody_else"); effect eHeal=EffectHeal(10); // heal 10 VP effect eHurt=EffectDamage(10); // damage 10 VP ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget2Heal); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHurt, oTarget2Hurt); } Link to comment Share on other sites More sharing options...
Vox Kalam Posted September 28, 2007 Author Share Posted September 28, 2007 perfect, thanks. Link to comment Share on other sites More sharing options...
GeorgNihilus Posted March 19, 2009 Share Posted March 19, 2009 So ... how can I script for a poisoning effect on my PC and let's say Atton for 10 seconds?? with 10 VP loss? thanks Link to comment Share on other sites More sharing options...
stoffe Posted March 19, 2009 Share Posted March 19, 2009 So ... how can I script for a poisoning effect on my PC and let's say Atton for 10 seconds?? with 10 VP loss? First you'd need a custom poison that behaves in that particular way. You can add one by adding a new line in the poison.2da file. Then you can apply it with a script like: void main() { object oPC = GetFirstPC(); object oAR = GetObjectByTag("Atton"); effect ePoison = EffectPoison([color=Yellow]999[/color]); ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oPC); ApplyEffectToObject(DURATION_TYPE_PERMANENT, ePoison, oAR); } Replace 999 with the line number from the poison.2da file that contains your new poison type. (Note that poison effects should generally be applied with a Permanent duration since the poison types have their own built-in duration that's set in the poison.2da file.) Link to comment Share on other sites More sharing options...
GeorgNihilus Posted March 19, 2009 Share Posted March 19, 2009 (Note that poison effects should generally be applied with a Permanent duration since the poison types have their own built-in duration that's set in the poison.2da file.) Duration was one of my doubts ... plus the poisoning animation but it fires right there ... thanks again Stoffe ... Link to comment Share on other sites More sharing options...
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