Author Topic: Object Health Points  (Read 319 times)

Legacy_OffGraphic

  • Newbie
  • *
  • Posts: 20
  • Karma: +0/-0
Object Health Points
« on: July 05, 2011, 03:06:58 pm »


               Greetings, is there a way to check how much a object has health left ?
It would be greatly appreciated if it could be done without a heavy script to override the typical combat/damage system.
               
               

               
            

Legacy_the.gray.fox

  • Full Member
  • ***
  • Posts: 214
  • Karma: +0/-0
Object Health Points
« Reply #1 on: July 05, 2011, 03:19:37 pm »


               See if this is what you want: GetCurrentHitPoints

OffGraphic wrote...

It would be greatly appreciated if it could be done without a heavy script to override the typical combat/damage system.

But I do not understand this.
The combat system is hardcoded -- there is no way to override it with a script.
At best you may rescript the AI routines.
Is that what you meant to say?


-fox
               
               

               
            

Legacy_OffGraphic

  • Newbie
  • *
  • Posts: 20
  • Karma: +0/-0
Object Health Points
« Reply #2 on: July 05, 2011, 03:19:41 pm »


               int GetCurrentHitPoints(
    object oObject = OBJECT_SELF
);

Found the function.

-- The combat-- No, the damage system can be somewhat overridden, by scripting each item's damage and including the "No combat damage." in them, though, I'm not completely sure if it removes the combat damage completely.
               
               

               


                     Modifié par OffGraphic, 05 juillet 2011 - 02:23 .
                     
                  


            

Legacy_the.gray.fox

  • Full Member
  • ***
  • Posts: 214
  • Karma: +0/-0
Object Health Points
« Reply #3 on: July 05, 2011, 03:38:20 pm »


               

OffGraphic wrote...

-- The combat-- No, the damage system can be somewhat overridden, by scripting each item's damage and including the "No combat damage." in them, though, I'm not completely sure if it removes the combat damage completely.


Hm. Weapons Physical damage does floor to 1 -- no matter what you do.
Even if you define a new weapon type and give it 0d0 damage... in game it shall be 1.

If you want to protect a target from getting harmed [edit: by Physical damage], you have to work at it from the other end, and grant him Damage Resistance (vs all 3 physical damage types: Slashing, Bludgeoning and Piercing).
But in the console you will see him taking damage from the weapon, then the Damage Resistance will negate it.
It may look ugly, though.

Better approaches may exist for your specific scenario.
If you want better help, we need more details over what you are trying to achieve.


-fox
               
               

               


                     Modifié par the.gray.fox, 05 juillet 2011 - 02:46 .