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The Legend of Egoboo Sporks of Yore
Non-Damaging Weapons
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Chainsaw
Lumberjack
Lumberjack


Joined: 20 Oct 2007
Age: 26
Posts: 2378
Location: Israel

PostPosted: Mon Jun 09, 2008 8:35 am    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

Yes, but the damage is so low it the player will have to hit it over a billion times to destroy it.
If you insist on healing, make a new particle and set it's damage type to holy, and the amount to the same as the old one.
Now open the damage particle and find this (It's under the XYZ stuff):

Code:
// Continuous spawning of other particles
Spawn time ( 0 to 100 )               : 7.5
Amount to spawn each time ( 0 to 10 )         : 1
Facing add for each one ( 0 to 65535 )         : 0
Spawn type ( 0 to 3 )               : 2


Set spawn time to 65535.
Set amount to 1.
Set spawn type to the number of the healing particle.

This will cause the damaging particle to instantly spawn a healing particle when it hits (There is of course, the issue of it hitting undead creatures, that's why my way is better).
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Maxaxle
Elite Gamer
Elite Gamer


Joined: 06 Oct 2007
Age: 26
Posts: 2718
Location: San Diego

PostPosted: Mon Jun 09, 2008 11:19 pm    Post subject: If a post contains some illegal issues you may abuse on it - just click Abuse and fill the form Reply with quote

...Maybe it would be a better idea to find a "bumptarget" function of some sort and use it...
EDIT: Maybe it should be something like...
Code:
IfPlayerScoredAHit //Was the monster hit?
SetTargetToHitMonster //Finding target...
HealTarget //Undo the damage
KeepAction //Heal...
IfTargetHasFullHealth //Full Health?
UnkeepAction //Enough healing.

Like that. Pretty much self-explainitory.
SECOND EDIT: How do I spawn actual dart objects?
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