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Chainsaw Lumberjack


Joined: 20 Oct 2007 Age: 15 Posts: 2378 Location: Israel
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Posted: Mon Jun 09, 2008 8:35 am Post subject: |
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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
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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). _________________ "To err is human, to really mess up requires a computer."
Chainsaw's Cell [Last update: 27th May '08]
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Mon Jun 09, 2008 11:19 pm Post subject: |
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...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? _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
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