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Bandaging script and others

Posted: Fri Feb 23, 2007 6:52 am
by stranf
Three quick thoughts before I have to log off in 5 minutes, maybe some one could help me implement them, or tackle the problem. It might be straight forward, but I don't have access to the .js code at the moment, and I just wanted to write my ideas down so I didn't forget:


* Bandaging: My players on my shard believe it is over-powered and ruins the fun of combat. One suggestion they want to try is use the code we have that prevents archery-while-moving to the bandage script.

Basically: Bandaging fails when target PC moves. Bandaging fails when target PC gets hit. Bandaging works when skill is applied correctly and the PC stays still for the required time. My shard is full of the "apply bandage-run in circles until healed" tactic. Not very fun. I agree that that update to the bandage script would increase the fun factor.

*Healing potions: If I recall correctly (and I'm not going to post this in the bug forum until I've verified) But the potions don't seem to work very well in my 3.7h shard. Minor heal is very weak at best, and greater heal potions don't do anything. Nor do strength or the other potions. I'll verify again this weekend when we play if someone doesn't try it first.



*GM function to "set" temporary effects. It's happened again..... Stranf got attacked by some wraiths with a weakness spell, something happened to the server, and now he is stuck with a permenant -8 dex and -5 int or something like that. I can't get rid of it. This bug is VERY rare now (used to be horribly common on earlier versions) but I don't want to remake my PC. For instances when this bug DOES occur, can we have a gm function where we could reset these modifiers manually?


Such as:

Code: Select all

'set tdex = 0              //sets temporary dex modifier to zero.
Even I could impliment such a code, if I knew what variable the "spell effect" modifiers are stored on.

Thanks!

Posted: Fri Feb 23, 2007 12:29 pm
by Maarc
{ "tempdex", CCP_TDEXTERITY, JSPROP_ENUMANDPERM },
{ "tempint", CCP_TINTELLIGENCE, JSPROP_ENUMANDPERM },
{ "tempstr", CCP_TSTRENGTH, JSPROP_ENUMANDPERM },

tempdex, tempint and tempstr :)

As far as bandages go, I don't think they're code based any more. I'm guessing they're in the JS, and they're probably timer based. I know it's not foolproof, but one measure you could use is temp storing xyz/world and comparing at end of timer elapse.

Ditto with potions, but again, not sure.

Posted: Fri Feb 23, 2007 11:02 pm
by stranf
Thanks Maarc. That's a good idea, I'll open the healing.js this weekend and see if I can tweak that.

As for potions, I think I just need to open the .js script and see how much health is restored when drunk, it may be something as easy as that, I just listed potions as an afterthuoght so I wouldn't forget in the morning.