Senior Member
Join Date: Jul 2010
Posts: 3,147
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Is there a way within a script to trigger the "Heal" button on the In-Play tab?
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#1 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
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If you want to heal all damage and clear the history, you can
call DmgReset if you want to heal X amount of damage, you can set the value of the hero field "tDamage" or "tNonlethal" and then call DmgHeal |
#2 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Aaron, those procedures have scripttype="trigger". I doubt they'll compile in an eval script - I'm pretty sure they can only be used within the trigger script on a button.
(Users can't add a new button). |
#3 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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#4 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Thanks, Aaron. Unfortunately, it appears as though Mathias is correct. That command doesn't compile. Is there a way for me to see the code that is run by the command "call DmgHeal" or a way to trick the program into thinking a button was triggered?
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#5 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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Why don't you explain what you're trying to accomplish - you've run into a roadblock down the first path you tried going down, let's backtrack and see if there's a different way.
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#6 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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I was attempting to take another stab at Wild Shape as others have as well. Instead of templates, though, I was trying to use a custom ability. So far I've actually made very good progress. The one catch is the healing part (in 3.5, when you use Wild Shape, you heal as if you had rested). The usual method of healing doesn't work in this case, because every time you remove the custom ability, the healed hit points are lost. I couldn't figure out a way to keep them in a script, but I did manage to figure out how to change the tDamage field allowing a player to then permanently add those points by triggering the heal button. Since this is a manual thing, it lends itself to player forgetfulness so I was hoping there was a way to do it automatically and remove that element.
If you have a better way, I'm all ears. |
#7 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,213
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I can't think of any way to accomplish that without the ability to create a new button, which isn't available to users.
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#8 |
Senior Member
Join Date: Jul 2010
Posts: 3,147
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Yea, I'll probably just go with what I have and hope users figure it out.
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#9 |
Spy
Join Date: Jan 2011
Location: Van Nuys, California
Posts: 1,220
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I've been slowly working on a general change shape, alter shape, etc. abilities that allow choices from a list of valid creatures. Unfortunately, I've hit a few snags, and I'm still working on it off an on (I find when I step away a while, I get a new approach and take a stab again). If I can just get the majority of stuff to auto-calc, that would be great. My biggest problem is getting all the bootstraps from the chosen form to the hero. I'll eventually get it, I'm sure I will, but it's not going to happen soon. Too many projects to complete, not enough hours in the day.
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#10 |
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