SoulReaver911 Posted November 29, 2007 Author Share Posted November 29, 2007 The Sparring partner in BattleHorn Castle apparently faced the same problems, but overcame them. I noticed that NPC's that see me sparring will actually cower in fear and or threaten you as if they will join the fight, but they never do. What's up with that? The problems you are discussing are obviously there but don't seem to effect the overall experience more than that. We could work from that. And if all else fails, we could keep respawning the dead sparring partner. That's easy enough. Link to comment Share on other sites More sharing options...
LoginToDownload Posted November 29, 2007 Share Posted November 29, 2007 I would imagine the "essential" scripting wouldn't be too hard to make work. Set confidence to 100 and SetEssential upon sparring-start, and use the sparring partner's KnockedState/the player's health percentage (1/5?) to determine the round's end, in which case you could set Essential back to 0/Confidence back to the original. You could use a short variable, set it to 1 when knocked out in sparring, (It would make sense that being KOed by non-health means would also end the round) and, if the NPC is not 'knocked' and the variable equals 1, slap a superpowered Restore Health/Magicka/Fatigue effect on him. Then you could chat with him normally to initiate sparring again.Thoughts? Link to comment Share on other sites More sharing options...
SoulReaver911 Posted November 30, 2007 Author Share Posted November 30, 2007 When it would reset the original stats before fighting, would that affect anyone else in the vicinity? Wouldn't want that to happen. Plus, if need be would that work on an enemy? Also I think the Knocked State should be around 15% or lower to squeeze the most out of every training session. I understand the first part of your suggestion, and I think it would work, but I don't understand this last bit. "You could use a short variable, set it to 1 when knocked out in sparring, (It would make sense that being KOed by non-health means would also end the round) and, if the NPC is not 'knocked' and the variable equals 1, slap a superpowered Restore Health/Magicka/Fatigue effect on him. Then you could chat with him normally to initiate sparring again." I only have bare bones knowledge referring to NPC behavior so, elaborating would help for me. :P Oh yeah. Instead of trying to get static objects to register damage when being hit, why not change the way you gain skill points so that it seems like you gain skill skill points when hitting static objects. Link to comment Share on other sites More sharing options...
LoginToDownload Posted November 30, 2007 Share Posted November 30, 2007 No matter how you want to do it, (probably dialogue) it wouldn't be terribly hard to avoid effecting non-sparring NPCs. It could effect anyone you want, depending on what you check for. GetKnockedState gives an integer for the calling NPC. Going by CSWiki, 0 for not knocked, 1 for knocked out, (Essential downed, paralyzation, negative fatigue, etc) 2 for knocked down. If SparringNPC.GetKnockedState is 1, (Or just not 0, since lots of "theatric" sparring rounds end with a knockdown) set BattleOver (made-up "Short" variable) to 1, remove "essential" status, and stop the fight. Later, check if BattleOver is 1 and GetKnockedState is 0. When he does, cast something similar to the "altar" spells on him to refresh his stats. Then the sparring round would be over, so you could spar again by the same means you started the first. This would be done in a script attached to the sparring NPC or a scripted spell, in a GameMode (or ScriptEffectUpdate if a spell) block. The difficulty with using statics is, as far as I can tell, they don't register "getting hit" well. The one time I've seen it done was with a touch spell and checking if a "Power Attack" sound was playing, along with the player's distance to the static in question (In this case, a locked door. It was a lock-bashing mod). Link to comment Share on other sites More sharing options...
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