To be inserted into ACR_PlayerOnDying():
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PlayCustomAnimation(oPC, "proneb", 1);
DelayCommand(0.1, SetCommandable(FALSE, oPC));
Moderators: ALFA Administrators, Staff - Technical
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PlayCustomAnimation(oPC, "proneb", 1);
DelayCommand(0.1, SetCommandable(FALSE, oPC));
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// transfer all gold over to the corpse.
int nPCGold = GetGold(oDead);
CreateItemOnObject("NW_IT_GOLD001", oTarget, nPCGold);
TakeGoldFromCreature(nPCGold, oDead, TRUE);
It needs to be triggered by something external but it looks like I did not provide the interface for a script to do this. I'll address that.AcadiusLost wrote:-Stabilization by a "first aid" Heal check, DC15- halts bleeding but does not restore hitpoints. How should we implement this? Activatable weightless "First Aid" token? Bonus useable feat given to all PCs? The PnP skill description doesn't state that any special supplies are needed, though some kind of non-OE healers kit could give a circumstance bonus to the roll. Ideally, we should have a mechanic that can work on the hak-less OAS as well, so the feat implementation is nonideal.
This is already in. Anytime a player is healed, they should stabilize on the next check.-Stabilization by other forms of healing: according to the 3.5E PHB, any healing applied to the dying PC will stabilize them- so a cure minor on a PC at -9, would make them stabilized at -8. This goes for herbs as well as spells/scrolls. Should be implementable with a check between current HP and stored/predicted HP, if it's gone up, switch to "stabilized" mode.
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// check the player's health - if they stabilize, the bleeding slows down
else if (d100() <= ACR_DTH_PERCENT_CHANCE)
{
// set the stabilized flag
ACR_SetPersistentInt(oPC, ACR_PLAYER_FLAGS, ACR_GetPersistentInt(oPC, ACR_PLAYER_FLAGS) | ACR_PLAYER_FLAG_STABILIZED);
// schedule another check
DelayCommand(RoundsToSeconds(1), _playerStabilizeCheck(oPC));
FloatingTextStringOnCreature("You have stabilized but continue to bleed slowly!", oPC, FALSE);
}
So using the heal skill, a heal spell, or making a natural healing check will stop bleeding. Otherwise, it still continues either once per round (unstable), once per hour (stable but unconscious), or once per day (stable and conscious but unhealed) depending on what checks the player has succeeded in making.SRD wrote:Stable: A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative).
If the character became stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.
That's right. But making a stabilization check isn't the same thing as being healed, which might be where the confusion arises. To stop bleeding, a dying player must be healed by either the skill, a spell, or a successful natural healing check (which they will make once per day).AcadiusLost wrote:being part-healed (but still in negatives) or receiving a successful First Aid heal check should halt the bleeding, indefinitely.
It starts off with a once per round stabilization check. Failure results in a loss of 1 hit point. Success just slows bleeding by eliminating the once per round stabilization roll.A player that's made an unassisted partial recovery (10% chance? Or are we talking a Natural Healing roll?), gets an hourly check.
10% chance to recover consciousness (still stable)
Otherwise loses 1 HP for the hour (but not the 1 hp/round or 1hp/sec that we seem to be using).
You mean should we just pick up where they left off or make the rolls for them while they are logged off? The latter will certainly be more difficult to pull off but I can see why you're suggesting it.Also, how did we want to handle folks who log out while they're in the / hour bleeding state? (or in the "true stable" state?)