PAPVAFS11 Posted June 12, 2016 Share Posted June 12, 2016 I've looked all over for this and can't find anything but unanswered questions. I'm hoping I can buck this trend and find some hard information on this subject. I'm trying to get the amount of damage a character is about to receive before it's actually applied to them (or, failing that, just get the amount of damage already taken). I'm most interested in finding out how much damage the player is about to receive, but I'm still open to figuring out how much damage an NPC is about to receive. After I've gotten the damage, I'd like to be able to modify it (or, failing that, modify the character to modulate how the damage affects them) before the character actually receives it. Is what I'm trying to do possible? If so, what functions or values do I need to work with the damage? Link to comment Share on other sites More sharing options...
ObieDwyer Posted June 17, 2016 Share Posted June 17, 2016 could change their damage resistance on the fly with a script or get the amount of damage received and heal for the same amount a split second after. Link to comment Share on other sites More sharing options...
PAPVAFS11 Posted June 23, 2016 Author Share Posted June 23, 2016 The problem is just that; getting the amount of damage received. I don't know how to do that beyond doing a basic before-and-after health comparison and that doesn't account for situations where the character is receiving damage from multiple sources (I.E., a super mutant with a sledgehammer and a nightkin with an assault carbine attacking together). That, and I'd really like to get the damage and work with the character before the damage is applied. My primary intention with this knowledge is to keep the player from dying and trigger special circumstances should they be "killed". Since the player can't just be resurrected during the course of the game, my understanding is that anything of this sort has to happen before a fatal amount of damage is applied. Link to comment Share on other sites More sharing options...
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