Difference between revisions of "User talk:Smeister"
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[[User:Smeister|Smeister]] 21:39, 3 April 2006 (EDT) Do you want a RESTORATION, or a FORTIFICATION? If you just want the PC's health to automatically get restored every once in a while, you should be able to make an ability with Restore Health, and in your script do an addspell, wait a while, then removespell. The ability will cause the player's health to automatically restore up to full at the rate of magnitude per second while the ability is in effect. If you want to periodically (and permanently) increase the player's maximum health, then you'll have to setav health to getbaseav health + however much you want to increase it by. | [[User:Smeister|Smeister]] 21:39, 3 April 2006 (EDT) Do you want a RESTORATION, or a FORTIFICATION? If you just want the PC's health to automatically get restored every once in a while, you should be able to make an ability with Restore Health, and in your script do an addspell, wait a while, then removespell. The ability will cause the player's health to automatically restore up to full at the rate of magnitude per second while the ability is in effect. If you want to periodically (and permanently) increase the player's maximum health, then you'll have to setav health to getbaseav health + however much you want to increase it by. | ||
[[User:Doppelganger|Doppelganger]] 23:09, 3 April 2006 (EDT): Thanks for answering my questions. I want to heal one hit point periodically. The point I have in particular is to have regeneration similar to that of magicka/fatigue for health, except where if you are weak (almost dead) you'll heal more slowly than when you are nearly fully healthy. The original implementation used ModAVs and quest delays to achieve this effect. I have thought about using the spell method, but I find that the notifications that you have gained/lost an ability to be an unacceptable side effect. | [[User:Doppelganger|Doppelganger]] 23:09, 3 April 2006 (EDT): Thanks for answering my questions. I want to heal one or more hit point periodically. The point I have in particular is to have regeneration similar to that of magicka/fatigue for health, except where if you are weak (almost dead) you'll heal more slowly than when you are nearly fully healthy. The original implementation used ModAVs and quest delays to achieve this effect. I have thought about using the spell method, but I find that the notifications that you have gained/lost an ability to be an unacceptable side effect. | ||
--[[User:Halo112358|Halo112358]] 22:43, 3 April 2006 (EDT) Does [[ModPCSkill]] behave the same way as [[ModActorValue]]? People are reporting trouble when using modAV to grant skill bonuses to the player through a script. The trouble is that the player's active skill value is increased but skill progress is not, there's a [[Talk:ModPCSkill|thorough explanation]] of the issue on the [[Talk:ModPCSkill]] page. What caught all of us by surprise is that at least one in-game script (the hackdirt quest reward script) grants the player a bonus to a skill using this method. | --[[User:Halo112358|Halo112358]] 22:43, 3 April 2006 (EDT) Does [[ModPCSkill]] behave the same way as [[ModActorValue]]? People are reporting trouble when using modAV to grant skill bonuses to the player through a script. The trouble is that the player's active skill value is increased but skill progress is not, there's a [[Talk:ModPCSkill|thorough explanation]] of the issue on the [[Talk:ModPCSkill]] page. What caught all of us by surprise is that at least one in-game script (the hackdirt quest reward script) grants the player a bonus to a skill using this method. |