Difference between revisions of "User talk:Smeister"

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1,923 bytes added ,  15:45, 4 April 2006
Modifying Player HP
imported>Doppelganger
(ModPCSkill)
imported>Doppelganger
(Modifying Player HP)
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[[User:Smeister|Smeister]] 14:38, 4 April 2006 (EDT) Halo, See Kkhulmann's explanation on the [[Talk:ModPCSkill]] page.
[[User:Smeister|Smeister]] 14:38, 4 April 2006 (EDT) Halo, See Kkhulmann's explanation on the [[Talk:ModPCSkill]] page.
== Modifying Player HP ==
[[User:Doppelganger|Doppelganger]] 20:41, 3 April 2006 (EDT): You seem like a good source of information. I guess we should start using your talk page for random inquiries. So, about changing the player's current health without adjusting any "permanent" modifiers or stats...
From the other page:
Okay, so I'll cut to the chase: How can I have the user gain health periodically without changing any modifiers and without forcing them to cast a spell? Would I have to "pulse" an ability (eg, add and remove) for epsilon time? That doesn't seem to work (I just tried it). Would I have to create an NPC in the boondocks to occassionally cast the spell on the player?
[[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 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.
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