Joined: 02 Feb 2006 Posts: 1094 Location: Southern Central USA
Posted: Sat Feb 04, 2006 6:35 pm Post subject:
Ahem..
Please refrain from knocking ideas. This is a "suggestion" forum after all.
Besides the idea wpuld add versatility to the emulator. And POL is known for its versatility.
Author
Message
zandor
Joined: 04 Feb 2006 Posts: 12 Location: Livorno Italy
Posted: Sun Feb 05, 2006 10:14 am Post subject:
Vital customization is incomplete if scripter can't define itself when mobile die.
There is function death.src and chardeath.src in misc.
I think it could be also exist a
Code:
misc/candeath.src
and
Code:
misc/CanChrdeath.src
And after an old core function not very loved by staff (aready I suggested it):
Code:
KillMobile()
that kill but do not pass from vital mechanisms. I think that if vitals are custom shuld be possibile kill a mobile without use vital internal core functions.
I could also need to define that player do not more ever but only script can do die it with KillMobile() command.
This could be very flexibile.
And it cound be nice also to "define" new player status... non only live od dead... for a player it cound be interesting applly a new "state" like not_dead and for every state define what to do with vitals.
A command like:
Code:
const DIE := 0x01;
const LIVE := 0x02;
const NEW_STATE := 0x03;
ApplyMobileStatus(status);
Posted: Sun Feb 26, 2006 7:08 pm Post subject: deathtest
By the way, it would be nice if before calling death or chrdeath scripts, like when deciding wether an object is to be allowed for equipping with equiptest.ecl script, death would be tested with some (chr)deathtest.ecl script, returning 1 or 0 if the script is allowing or not death, respectively.
It's something like a generalized or customized invulnerability right; if the mob is invulnerable, the script is not called and death doesn't occur; otherwise the core runs (chr)death script only if (chr)deathtest returns 1.