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Triggering Heal button

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
 
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).
 
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?
 
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.
 
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.
 
I can't think of any way to accomplish that without the ability to create a new button, which isn't available to users.
 
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.
 
Too many projects to complete, not enough hours in the day.

QFT.

I know several people have made attempts at this. I figured I would take a stab as well, because, well, why not? So far, I've managed to get most of the stuff working pretty well, though I'm working on the basics right now. Just a straight up Druid. So far, I've hit two snags:

1) Replacing the druid class causes two druid tabs to appear. I assume this is a bug or that I'm not doing something correctly.

2) Automatically adjusting the hit points as this post has already described.

I haven't made an effort to deal with corner cases as yet, but I like to get the basics working first so that I have something to build off of.

Maybe if we combine our efforts, we can get something that can be used by the community at large.
 
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Maybe if we combine our efforts, we can get something that can be used by the community at large.

Once I find the time to start working on this again, I'll let you know. I'm currently a bit swamped with things I have to get done for my game, and getting those things to work in HL. I really want to get the change shape stuff to work though, so stay tuned.
 
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