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variable helps


ZengarZonvolt

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can someone help me on a mod im working on. i need the following variables so i can detect changes in them

 

current HP

current maxHP

maxHP without any perks/trait or magic effects

damage dealt by target

type of damage dealt by target.

 

for those of you whose gonna ask what i need these variables for, im making a mod relating to wounds and lasting physical trauma that must be healed properly otherwise, you will suffer various degree of detrimental effects.

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What you need are functions to retrieve the information and store it in your own variables.

TIP: Get Actor Health functions.Bear the following in mind when attempting to determine the health of any actor:For the others, see the wiki entries on "Actor function (JIP)" and "Functions (NVSE)".

  • [ActorRef].GetHealthPercentage is unreliable as it's determined from "base health" and sometimes returns values over 1.0 (100%).
  • [ActorRef].GetAV Health returns the current, modified health value.
  • [ActorRef].GetBaseAV Health returns the base value with no consideration for permanent (e.g. Life Giver perk) or temporary effects (e.g. Buffout).
  • [ActorRef].GetPermAV < StatName > returns include permanent effects (i.e. Perks like "Tag!", and from Skill Books), but no bonus from situational perks, equipped items, drugs, etc..
  • No function known at the moment can return the max value with temporary effects.
For the other "damage dealt" values, those with better information than I will have to assist.

 

-Dubious-

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thank you dubiousintent for those info but as a semi-adept in both using the console commands and geck scripting, i know those functions. its a shame that there isnt a way to accurately detect damage dealt by combatants like i was expecting. just to devulge more info on what mod im working on so anyone can tell me if this mod already exsist. so here is the basics, in this mod, the player will have 3 HP nows, the current HP, the new Soft maxHP and Hard maxHP. the new Soft maxHP slowly decreases by damage circumstances and determines how much current HP your character can have. say your character has 100 Hard maxHP, it would look like 100/100/100. when you take damage from a bullet, say from a 9mm Pistol and you took 20 damage, it would look like 80/100/100, but with this new system, 30% of that 20 damage will be transfered to the Soft maxHP, resulting in 80/94/100. meaning, when you use a stimpak, it would heal you until your current HP reaches 94, not 100, or in other words, 94/94/100. this is called Grievious Damage, a damage so painful it causes physical shock. and it also serve as a wounding system, and to that sense, will introduce a new way of treating your damage as treating wounds instead. this idea has been used in the game Haven and Hearth and the rule is almost to the tee. and just a short addition, damage that would otherwise reduce your current HP to 0 will not kill the player, but instead, they will go on unconcious state, and after 20 seconds, the player will heal 1 HP and maybe hope for the best to be able to leave to tell the tale of being able to escape death itself. as long as the Soft maxHP isnt 0, the player wont die. to heal your Soft maxHP, as i said, you need to treat wounds that caused the Grievious damage.

Edited by ZengarZonvolt
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