Rodngar2007-10-16 18:33:34
Following my gigantic post, I have a tiny one:
I'm looking for advice on how to set up a system to prioritize and heal wounds over health and I was wondering if anybody had any advice or methods for it. I'm mostly working on the most basic of basics for curing and variables at the moment, but I understand how important wound healing is in Lusternia and I feel it's a part I'll have to get right or die quite a lot.
I'm looking for advice on how to set up a system to prioritize and heal wounds over health and I was wondering if anybody had any advice or methods for it. I'm mostly working on the most basic of basics for curing and variables at the moment, but I understand how important wound healing is in Lusternia and I feel it's a part I'll have to get right or die quite a lot.
Unknown2007-10-16 18:40:44
I would trigger it off the prompt.
Have your "healwounds" alias and checker higher up in the trigger. Keep track of how much wounds you are receiving, and after they reach a certain point, you apply health to that part of your body, assuming your health isn't very close to being depleted.
After that I'd have my autosipper, which would only fire the health elixir cure if you have elixir balance. That way, you're wounds get cured, and if they -are- cured, you're sipper won't sip until you get health balance back.
that's a very rough description, but it's how mine (is going to be) set up.
Have your "healwounds" alias and checker higher up in the trigger. Keep track of how much wounds you are receiving, and after they reach a certain point, you apply health to that part of your body, assuming your health isn't very close to being depleted.
After that I'd have my autosipper, which would only fire the health elixir cure if you have elixir balance. That way, you're wounds get cured, and if they -are- cured, you're sipper won't sip until you get health balance back.
that's a very rough description, but it's how mine (is going to be) set up.
Gwylifar2007-10-16 18:53:19
The approach I came up with umpteen ages ago used a scoring system. Basically, I'd calculate a score for each of healing, mana, bromides, and deepwounds, based on how badly I needed each one, considering such things as being past key threshholds (1/2 mana, for instance). The score would account for how much I expected my healing scrolls and sparkleberry to do in the same pass.
Then I'd have a set of "curing priority profiles" which would skew in favor of one factor or another. Fighting a wiccan, mana is more important and deepwounds less, so I multiply my mana score by 120% and deepwounds by 20%. Fighting a warrior, it's the opposite. I made a lookup table that knows what classes certain people I would regularly fight were, so when I target them, it would choose the profile automatically. I could also disable profiles when in a group fight.
Once it calculates scores and adjusts according to profile, whichever has the highest score wins.
This isn't half as complicated as it sounds, either in terms of coding time, or system performance. But you do have to keep up with updating the lookup table when people change classes.
Then I'd have a set of "curing priority profiles" which would skew in favor of one factor or another. Fighting a wiccan, mana is more important and deepwounds less, so I multiply my mana score by 120% and deepwounds by 20%. Fighting a warrior, it's the opposite. I made a lookup table that knows what classes certain people I would regularly fight were, so when I target them, it would choose the profile automatically. I could also disable profiles when in a group fight.
Once it calculates scores and adjusts according to profile, whichever has the highest score wins.
This isn't half as complicated as it sounds, either in terms of coding time, or system performance. But you do have to keep up with updating the lookup table when people change classes.
Rodngar2007-10-17 01:18:29
That is what I was thinking. You both rock, thanks for the advice.