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die and custom vitals setup

 
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zandor



Joined: 04 Feb 2006
Posts: 12
Location: Livorno Italy

PostPosted: Sat Feb 04, 2006 2:17 pm    Post subject: die and custom vitals setup Reply with quote

In current script I can add vitals (vitals.cfg) but character dies
when life go to zero on vital "Life" and this is hard-coded.

A new setting in vital:
"DieWhen 0"
that decide tha character dies when precise vital reach zero?

It could be usefull to use "DieWhen" on multiple vital also.

What do you think?

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Sat Feb 04, 2006 5:09 pm    Post subject: Reply with quote

That's not a bad idea.

Like when mana reaches zero you die.

Could be like a set of flags. Might look something like this

// Flags to check for death on certain stats

ChecDeathStr 1 // a 1 means watch this stat a 0 means ignore this stat
CheckDeathSta 1
CheckDeathMan 1

DeathWhenStr 0 //sets the level to kill the character
DeathWhenSta 0
DeathWhenMan 0

Author Message
Pierce



Joined: 02 Feb 2006
Posts: 256

PostPosted: Sat Feb 04, 2006 5:44 pm    Post subject: Reply with quote

I think there are more important things to do Wink

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Sat Feb 04, 2006 6:35 pm    Post subject: Reply with quote

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

PostPosted: Sun Feb 05, 2006 10:14 am    Post subject: Reply with quote

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);


that substituite:
Code:

KillMobile() -> ApplyMobileStatus(DIE);
Resurrect(mobile, flags := 0);  -> ApplyMobileStatus(LIVE);

Author Message
Jasaka



Joined: 05 Feb 2006
Posts: 9

PostPosted: Sun Feb 05, 2006 11:49 am    Post subject: Reply with quote

I have only one simple word to comment this: lol

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Sun Feb 05, 2006 5:44 pm    Post subject: Reply with quote

*smirks*

lol is an acronym.

Author Message
daneel



Joined: 03 Feb 2006
Posts: 11

PostPosted: Sun Feb 26, 2006 7:08 pm    Post subject: deathtest Reply with quote

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.

It would be cool and useful for many situations Very Happy

Regards

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