Did a bit of tinkering with the contextmenu.xml tonight- found a few oddities.
It seems haks have a priority over /documents/nwn2/Override, for XML, for some odd reason. Shouldn't matter once we have our GUI in a hak, but still pretty odd.
I've added a node to the creature context menu called "Aid" (had to pick an existing tlk entry for now, couldn't find one better suited at this point). This calls an adapted version of the First Aid item activation script.
As an aside, this is a bit of a nudge towards getting back on the "custom tlk" track, though no idea in what context those work currently.
The downsides, so far?
1. This works at all ranges, like identify- so PCs can suddenly bandage others from across the map. And ideas how to restrict that? Maybe wrap it in an AssignCommand(oPC) ?
2. The server message text feedback reports the creatures' actual names, kind of defeating the purpose of keeping them hidden and revealing with the "Identify" mechanic. "[goblin, cr 0.33] is not in need of first aid". I can probably work around that, or restrict it to just work on PCs.
3. Since it's not an item being activated, we can't be sure if the PC has (or would be using) a Healing Kit or other circumstance modifying equipment. We can check for presence of the "Self Sufficient" Feat and apply that bonus, at least (already in)- but it is acceptable to say bandaging from the radial means not taking the time to pull out your fancy healing kit?
GUI alterations- observations.
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- AcadiusLost
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1. Make the script move the player to the target creature ActionMoveToObject(GetPlayerCurrentTarget(OBJECT_SELF)), then perform the heal check. You'll have to wrap things in an ActionDoCommand or similar to maintain the correct sequence.
2. I think we should limit this to PCs since it won't actually do anything for creatures.
3. Looking at the SRD, it looks like basic first aid can be given without a healing kit. Healing kits add a +2 circumstance bonus to first aid checks. If we want to force a dependency, then I think we should just use an item.
2. I think we should limit this to PCs since it won't actually do anything for creatures.
3. Looking at the SRD, it looks like basic first aid can be given without a healing kit. Healing kits add a +2 circumstance bonus to first aid checks. If we want to force a dependency, then I think we should just use an item.
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The healing kit mechanic is there already- if it's called from an item, it checks for a local int for circumstance bonus on the blueprint, subtracts it from the DC (didn't see a way to add it to the check instead, should be the same net effect). So, I guess we can call it fair to have the contextmenu just replace the itemless "first aid check"- and force players who want the circumstance bonus (and have the kit) to use their kits instead. Otherwise we'll be stuck doing an inventory loop to find out if they've got a kit, which doesn't seem worth it.
I'll wrap the commands as recommended, and trim down the cases under which it's in the menus.
I'll wrap the commands as recommended, and trim down the cases under which it's in the menus.
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