Author Topic: On Damaged  (Read 819 times)

Legacy_Shadooow

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On Damaged
« Reply #15 on: July 20, 2011, 08:11:07 am »


               Funky thanks, though its me who added last three attacks into the article so I know what we talk about '<img'>. And Im pretty sure such condition like you describing happened to me as well though I must admit, I couldnt be able to notice any missing script fires as if there is lot of monsters attacking a no-AC char, then is quite hard to keep track in it. What I know is that chaos shield does work still very well even with a no-AC char surrouned by a 10 (not much more melee monsters at least if not totally tiny size can't surround character) monsters with 4attacks and haste.

But I will take care when testing my Frenzy Berserker at epic levels if its absolutely reliable then (you know when raging, it counts the totaldamage dealth which is then applied after rage is ended).

EDIT: just remembered another situation where I use an onhit armor on one PW with onhit Ice Storm lvl 40 and went with a wiz/pm con based epic reduction build with lot of regeneration and maximum Heal skill and nlimited number of Healing Kits into the dungeon meant for party of four peoples and did it solo cos there were archers with ab 99 firing 6 attacks each round in pack of 6 per spawn and each attack fired the Ice Storm, what happened? When I spawned them (and sometimes there were like 4 different groups, I got pretty bug graphic lag as in one second the Ice Storm spel was being cast two times for each of the archer, that is like 20times in second and then everyone was dead...
               
               

               


                     Modifié par ShaDoOoW, 20 juillet 2011 - 07:16 .
                     
                  


            

Legacy_Pstemarie

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On Damaged
« Reply #16 on: July 20, 2011, 11:11:07 am »


               

FunkySwerve wrote...

Pstemarie wrote...

Actually PCs do have a hardcoded event script that runs for all events except OnConversation - the script is named "default". OMB uses it with the OHS, but its been a long time since I've looked at his notes. Here is an excerpt from his "default" NSS script....

"PC's and their clones are created with "default" hard-coded as the script name in each and every event handler slot except OnConversation, which goes to nw_g0_conversat. In the normal game there is no script called "default" and, although these objects receive event signals, the signals evoke no scripted response."

OMB uses these events to run the OHS, but it was beyond me to cipher how he used them...


No, it doesn't run on all events. It runs on around 3 or 4, and ondamaged is not one of them. We played with this when trying to alter damage shield behavior. If you search with the Omnibus, you'll find a few posts discussing this on the old boards.

Funky


Thanks for updating me on that. As I'd stated some of what OMB did with that system was over my head. I'll check out those threads at some point. 'Posted
               
               

               
            

Legacy_Shadooow

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« Reply #17 on: July 20, 2011, 05:47:04 pm »


               

Pstemarie wrote...

Thanks for updating me on that. As I'd stated some of what OMB did with that system was over my head. I'll check out those threads at some point. 'Posted

In recent past I also discovered that default script is run for every trap created by a scripting command each heartbeat which means that I would not used default script for PC's heartbeat anymore. You can add a simple check if(!GetIsPC(OBJECT_SELF))return; but the script is fired neverlethess. In my environment where im creating around 10 random traps per area, its outstanding CPU increase.
               
               

               


                     Modifié par ShaDoOoW, 20 juillet 2011 - 04:47 .
                     
                  


            

Legacy_Pstemarie

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« Reply #18 on: July 20, 2011, 06:07:08 pm »


               Thanks Shad, that's good to know.
               
               

               
            

Legacy_FunkySwerve

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« Reply #19 on: July 20, 2011, 06:54:57 pm »


               

ShaDoOoW wrote...

Pstemarie wrote...

Thanks for updating me on that. As I'd stated some of what OMB did with that system was over my head. I'll check out those threads at some point. 'Posted

In recent past I also discovered that default script is run for every trap created by a scripting command each heartbeat which means that I would not used default script for PC's heartbeat anymore. You can add a simple check if(!GetIsPC(OBJECT_SELF))return; but the script is fired neverlethess. In my environment where im creating around 10 random traps per area, its outstanding CPU increase.


Wow. I wonder if that's new as of the patch that added the trap functionality.

Funky
               
               

               
            

Legacy_Builder_Anthony

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« Reply #20 on: July 22, 2011, 03:33:48 am »


               OK axe thanks and nice to see you around.Ill test it out but after reading the script i think it should work well.I guess this script is a little differnt from the normal.......Just kind of thought about it when i was in the toolset.Thanks.
               
               

               
            

Legacy_Shadooow

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« Reply #21 on: July 23, 2011, 03:03:00 am »


               

FunkySwerve wrote...

Wow. I wonder if that's new as of the patch that added the trap functionality.

Funky

must be cos normal traps painted in toolset dont run any heartbeat script