Unknown2005-02-27 00:10:48
I am trying to get my deepwound tracker integratred, but there are numerous ways in which I could handle this. Just kind of looking for some thoughts here.. I always prefer to take suggestions and try to write my own scripts for it.
Anyway, here is what I was considering:
1) I could make it so the limb damage itself, based on the level of wound needed to inflict it, triggers the healing. For example.. if I get a severed artery or the like, it would apply health to that limb once. As the wounds get depper, it tracks a larger number. Any time health is applied to said limb, it reduces that number by 1, so that if it is greater than 0 in the script it knows to cure that limb. Puer can be used for heavy wounds instead of health.
2) Actually picking spots during combat to check WOUNDS.. the only problem I see with that is that it takes equilibrium, so deciding when to check them is critical, and you can't sit there the whole time checking wounds and losing eq.
3) Going based on number of times hit, although someone with Great Runes would throw that off somewhat, and the amount of triggers needed for it is simply ungodly.
Any thoughts?
Lazul
Anyway, here is what I was considering:
1) I could make it so the limb damage itself, based on the level of wound needed to inflict it, triggers the healing. For example.. if I get a severed artery or the like, it would apply health to that limb once. As the wounds get depper, it tracks a larger number. Any time health is applied to said limb, it reduces that number by 1, so that if it is greater than 0 in the script it knows to cure that limb. Puer can be used for heavy wounds instead of health.
2) Actually picking spots during combat to check WOUNDS.. the only problem I see with that is that it takes equilibrium, so deciding when to check them is critical, and you can't sit there the whole time checking wounds and losing eq.
3) Going based on number of times hit, although someone with Great Runes would throw that off somewhat, and the amount of triggers needed for it is simply ungodly.
Any thoughts?
Lazul
Shiri2005-02-27 00:18:02
The wounds time for equilibrium is totally piddling, like half a second. Wouldn't call losing it THAT huge of a problem.
Unknown2005-02-27 00:20:20
True..
The problem then to address is when to use it, although it would give me more precise figures to work with, which is an advantage such a system has over the other two ideas I could work with.
As a side note: Stunned and such would stop my deep wound tracking, unless I use that as one of the points in which to use it, akin to coming out of a blackout.
Lazul
The problem then to address is when to use it, although it would give me more precise figures to work with, which is an advantage such a system has over the other two ideas I could work with.
As a side note: Stunned and such would stop my deep wound tracking, unless I use that as one of the points in which to use it, akin to coming out of a blackout.
Lazul
Shamarah2005-02-27 01:04:54
Do both.
Have it track with the wound statuses via afflictions given, and then make it so that if you do WOUNDS, it updates the variable(s) with the new deep wound status.
Have it track with the wound statuses via afflictions given, and then make it so that if you do WOUNDS, it updates the variable(s) with the new deep wound status.
Shinza2005-02-27 01:07:06
QUOTE(Lazul Sayelle @ Feb 27 2005, 01:10 PM)
3) Going based on number of times hit, although someone with Great Runes would throw that off somewhat, and the amount of triggers needed for it is simply ungodly.
This is what I was intending to do. I did some research and it's obviously affected by the damage of the weapon, but also the armour's protection stats. Looking at the scant data that I collected about it, this option really doesn't seem very feasible as anything more than a vague estimation. Unless, of course, you decided to just err on the side of caution.
An example:
QUOTE
Rapier, dam 34,
2dw (jab, head), 2dw (chest, jab), 1 dw (everywhere else, jab) 2dw (swing, head) 1dw (swing, chest, arm)
Rapier, dam 78,
5dw (jab, head), 2dw (chest, gut, jab) 3dw (jab, arm) 1 dw (jab, leg). 3dw (head, swing). 2dw (chest, gut, arm swing). 3dw (leg, swing)
2dw (jab, head), 2dw (chest, jab), 1 dw (everywhere else, jab) 2dw (swing, head) 1dw (swing, chest, arm)
Rapier, dam 78,
5dw (jab, head), 2dw (chest, gut, jab) 3dw (jab, arm) 1 dw (jab, leg). 3dw (head, swing). 2dw (chest, gut, arm swing). 3dw (leg, swing)
I know it's pretty disorganised, but I was scribbling it down in between someone sticking me with the swords. Actually, I think that might have been Soll....
But anyway, I'd be interested in any suggestions too, because I resort to using WOUNDS right now.
Edit: Err, what I'm trying to point out is some inconsistency that could leave you way off in your estimation of deep wound status.
Gwylifar2005-02-27 18:04:49
When I take a crit I set my deep wounds values to the required level for that crit if it's not already lower than that. I can also trigger reading WOUNDS to update those variables on my next equilibrium with a keypress. Healing of course goes off the variables.
Soll2005-03-10 13:09:00
I went way overboard with deeptracking..
I've got an average reading from each sword type I've been hit with, and designed it so that when I'm hit with a certain weapon, it works out what deep damage those weapon types give, and subtracts it from, say, 'deepgut' which starts at 100. Then, if I fight something with artifact wounding I just press a little button, and it adds 15% to whatever wounding that sword's set to subtract.
Works like a charm
I've got an average reading from each sword type I've been hit with, and designed it so that when I'm hit with a certain weapon, it works out what deep damage those weapon types give, and subtracts it from, say, 'deepgut' which starts at 100. Then, if I fight something with artifact wounding I just press a little button, and it adds 15% to whatever wounding that sword's set to subtract.
Works like a charm
silimaur2005-03-10 13:14:38
soll you put to much effort in
silimaur2005-03-10 13:15:15
but what you should do is find out if different rces do more or less damage to different areas...
Soll2005-03-10 13:34:02
They probably do, well, different strengths. Hmm
celahir2005-03-10 13:37:42
What I did and just saying it incase anyone thinks they could do it..
Whenever I was attacked by someone it opened a class that picked up limb descriptions and say if it read left leg it would subtract 5 health from the left leg health variable, then when the prompt was read it closed the class.
Then I had an alias that gagged the wounds alias and read them. This way every now and then the system would check the wounds and tweak a bit.
Whenever I was attacked by someone it opened a class that picked up limb descriptions and say if it read left leg it would subtract 5 health from the left leg health variable, then when the prompt was read it closed the class.
Then I had an alias that gagged the wounds alias and read them. This way every now and then the system would check the wounds and tweak a bit.
Soll2005-03-10 13:40:43
Yeah. Mine opens an closes {.Afflictions|Knight}...Going to just get rid of each sword deep wound tracking, because it's going to be a hassle to set up, and there are too many unknown variables to take into account. Strength, Artifacts, Artifact level, etc.
Murphy2005-03-10 14:22:51
What about bonecrusher crush? It does a heap more deepwound damage.
personally I have it set into my autosipper, and have simple aliases IE get sliced gut, set @gutwound = 1 then the next sip itll apply health to gut
personally I have it set into my autosipper, and have simple aliases IE get sliced gut, set @gutwound = 1 then the next sip itll apply health to gut
Thorgal2005-03-13 16:54:56
I track the wound value of each limb by the wounds command and the hits I take, and have it integrated into my autosipper to start healing my wounds if my mana and health are high enough to not having to sip.
For example I get hit for 700 damage a couple times on the head and chest, it'll sip health untill it's at a reasonable level, then start applying health to the damaged limbs untill they're all at 90 or higher. Applying health adds 25 points to the limb, casting puer adds 45 points.
If my system thinks I have more deep wounds than I actually have, and it applies health, the no discernable effect message will appear, so I know that limb is fully health, or if you apply to head and you cure blindness or deafness, your head is at max.
Simple priorities in the sipping queue, first is health, then comes mana, then come deepwounds.
For example I get hit for 700 damage a couple times on the head and chest, it'll sip health untill it's at a reasonable level, then start applying health to the damaged limbs untill they're all at 90 or higher. Applying health adds 25 points to the limb, casting puer adds 45 points.
If my system thinks I have more deep wounds than I actually have, and it applies health, the no discernable effect message will appear, so I know that limb is fully health, or if you apply to head and you cure blindness or deafness, your head is at max.
Simple priorities in the sipping queue, first is health, then comes mana, then come deepwounds.
Soll2005-03-13 17:00:07
Weird. Puer used to add 44 for me, and my health adds 23. Hrm
Thorgal2005-03-13 17:04:23
Pff, I'm not that nitpicking. The end result would be the same whether it's exactly right or 5 points too high or low, I had Ceres beat on me for 10 minutes straight without using "wounds", just sipped and applied health, then at the end I checked "wounds", and the most it was off was 3 points.
Soll2005-03-13 17:07:49
Yeah, same here. Just saying. 
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Amaru2005-03-13 17:13:41
You're all way off track. Buy my system!
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Endomar2005-05-02 10:53:50
Wouldn't it be far, far easier just to set it to apply health when you regain balance until they get the fully healed message? Of course the message is rather general (The deep damage in your skin completely heals.) but if you set it to keep track of which area you applied it to, you should be able to get it to cure them all if you are damaged multiple times.
Gwylifar2005-05-02 14:34:10
Sure, but you're wasting healing balances that way. You might need those for sips.