Author Topic: Script of Healer's Kit  (Read 550 times)

Legacy_Wart

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Script of Healer's Kit
« on: March 31, 2015, 12:50:45 am »


               

Can someone points me to the standard script that handle the healer's kit?



               
               

               
            

Legacy_WhiZard

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Script of Healer's Kit
« Reply #1 on: March 31, 2015, 02:11:40 am »


               

It is hard-coded (which is why it is able to get the save DC for poisons and diseases).



               
               

               
            

Legacy_Shadooow

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Script of Healer's Kit
« Reply #2 on: March 31, 2015, 02:56:29 am »


               

my latest patch 1.72beta8 or 9 it is? has this softcoded, however it works only when using NWN©X, the script is 70_s3_healkit


 


Plus there is a small downside of my method, since NWScript has no way to determine poison/disease ID (without another NWNX plugin) it assigns random DC, but if you want to remove that part of the functionality its not a problem.



               
               

               
            

Legacy_WhiZard

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Script of Healer's Kit
« Reply #3 on: March 31, 2015, 03:16:26 am »


               

If you are looking for a round-about way of implementing this, you could assign all poisons and diseases an initial script (if they do not already have one) that would save the poison/disease DC as a variable on the creature (a creature can only have one poison and one disease at a time).  The only issue there is that a disease will not run its initial script until after the incubation period.



               
               

               
            

Legacy_Shadooow

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Script of Healer's Kit
« Reply #4 on: March 31, 2015, 03:20:26 am »


               


If you are looking for a round-about way of implementing this, you could assign all poisons and diseases an initial script (if they do not already have one) that would save the poison/disease DC as a variable on the creature (a creature can only have one poison and one disease at a time).  The only issue there is that a disease will not run its initial script until after the incubation period.




im already doing this sort of things, however i have currently only 1 placeable for all diseases/poisons so I cant recognize the ID anyway, to do it I would have to create a new object for every poison/disease which is not worth at all


               
               

               
            

Legacy_WhiZard

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Script of Healer's Kit
« Reply #5 on: March 31, 2015, 05:38:36 pm »


               


im already doing this sort of things, however i have currently only 1 placeable for all diseases/poisons so I cant recognize the ID anyway, to do it I would have to create a new object for every poison/disease which is not worth at all




 


I'm not sure what this has to do with my statement, but if you limit poisons and diseases to one per target (as BioWare does), then you can store the ID on the target rather than on the effect creator.


               
               

               
            

Legacy_Shadooow

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Script of Healer's Kit
« Reply #6 on: April 01, 2015, 07:45:15 am »


               


I'm not sure what this has to do with my statement, but if you limit poisons and diseases to one per target (as BioWare does), then you can store the ID on the target rather than on the effect creator.




I dont but stacking poisons is and optional switch so your advice should work as long as module doesnt allow poison stacking. I misunderstood you in a first time, now it makes sense should solve my problem with healers kit softcode script, thanks.