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Negative Healing?

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Negative Healing? Empty Negative Healing?

Post by evilkittenofdoom Fri Nov 06, 2009 8:40 am

Now before I'm told it's impossible, I assure you that I've seen it done before... I just don't know how.

I know the healing effect won't take a negative number, but somehow there's a way to circumvent that.

In theory, you could use this negative healing to make truly, 100% unresistable damage.

Using it for sun damage wouldn't hurt because a player could be in conersation even while taking the damage (Since it isn't combat at that point) (Plus it might allow for PCs to get magical DR/Immunity if The Amethyst Dragon doesn't mind changing the scripts that use it. YAY)

So anyways.. does anyone have any idea how to go about doing this?

*Note, I did try asking the original creator (I think) of the script and got no reply.
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Post by daveyeisley Fri Nov 06, 2009 9:23 am

While its an interesting question/possibility, I will just say that I dont mind there being no magical DR/Immunity in Aenea. There are few enough sources of such damage, and the ones that exist make sense to have no resistance.

It would be nice for sun damage not to force combat, but I cant think of anything else that would benefit...
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Post by eeriegeek Sat Nov 07, 2009 11:13 am

I was interested enough in this issue to do a little testing. The same problem exists in hot areas for example where an RDD with 100% fire immunity still gets forced into combat mode by the "damage". After some testing it looks like the engine forces combat mode on damage by a creature but NOT by an object and in Aenea these damage types are being applied by the victim to themselves thus initiating combat. By assigning the damage command to the area or another object I was able to cause the damage without initiating combat mode. Also interesting is that EffectRegenerate will take a negative value, but only operates if you are at less than max hp. Here is the test code and a screenie.
Code:


void eeDoSunlightDamage (object oTarget) {

    effect eHurt = EffectDamage(1,DAMAGE_TYPE_DIVINE);

    ApplyEffectToObject(DURATION_TYPE_INSTANT,eHurt,oTarget);

 
 
}

 
void main() {

 
    object oTarget = GetLastUsedBy();

 
 
    // No effect when not dying

    /*

    effect eHurt = EffectHitPointChangeWhenDying(1.0f);

    ApplyEffectToObject(DURATION_TYPE_PERMANENT,eHurt,oTarget);

    */

 
    // Works! But, does not fire though when HP are at max, icon is green

    /*

    effect eHurt = EffectRegenerate(-1,6.0f);

    ApplyEffectToObject(DURATION_TYPE_PERMANENT,eHurt,oTarget);

    */

 
    // No effect, returns and invalid effect type as documented

    /*

    effect eHurt = EffectHeal(-1);

    if (!GetIsEffectValid(eHurt)) {

        FloatingTextStringOnCreature("NO",oTarget,FALSE);

    }

    ApplyEffectToObject(DURATION_TYPE_INSTANT,eHurt,oTarget);

    */

 
    //

    //effect eHurt = EffectDamage(1,8192,0); // same as magic

    /*

    effect eHurt = EffectDamage(1);

    ApplyEffectToObject(DURATION_TYPE_PERMANENT,eHurt,oTarget);

    */

 
    // Works fine, but puts PC in combat mode

    //AssignCommand(oTarget,eeDoSunlightDamage(oTarget));

 
    // Damages PC without switching to combat mode

    AssignCommand(GetObjectByTag("ee_p_sun"),eeDoSunlightDamage(oTarget));

 
    FloatingTextStringOnCreature("Ouch",oTarget,FALSE);

 
}

Negative Healing? SunDamage
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Post by Alundaio Mon Nov 09, 2009 4:48 am

BUMP and My two cents...I never liked how you couldn't rest right after a somebody near you rested because the magical damage caused combat.
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