The Healing kit System was created by myself Leomist.
Unlike the original Healing kit this one is more realistic.
I have created the main item called the healing kit, and you must purchase/find healing supplies and use them to recharge your healing kit.
The charges represent how much material you have to use to heal someone or yourself, and it takes time to heal, no more patching your self up while the enemy are pounding you to the ground.
You can use this item while in combat but you get a +20 to the heal DC
the DC depends on several things:
The amount of healing skill points. (-1 to dc per skill point.)
How badly wounded you are. (Percentage based every 10% if you have 90% health you have a -9 to the dc)
When in combat DC is set at 25 otherwise it is set at 15.
Quickslot the healing kit item to see real time the amount of heals remaining.
If you use the healing kit with with one charge left the item will be destroyed. !!
Item's can be found in Custom> Tutorial>
IMPORTANT !!!!
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Be sure that onacquire item the script you are using make sure that
MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to FALSE otherwise this script will totally mess up.
i have edited this script in the demo mod if you wish to see what i mean. script name x2_mod_def_aqu .
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This is just the erf file included is the default file for on module acquire be sure to use this script of edit the one you are using of this system will mess up.
Posted by freelancer sunny at 2008-04-26 07:49:46 Voted 10.00 on 04/26/08
. . . .
_________________________ "But time flows like a river,
and history repeats..."
-Secret of Mana
Posted by Killuminati at 2007-10-02 05:02:52 Voted 10.00 on 10/02/07
....
Posted by Graymaster at 2007-09-28 08:09:52 Voted 10.00 on 09/28/07
Well now, THAT seems to answer the question. For a very long time I assumed the N/A meant that the submitter chose not to have his/her work rated. Hell, now I have to wonder how much great (and now & then otherwise) work in the past I failed to rate. Ah well, if that's the ONLY thing I screwed up I'd be very, very surprised. Anyway, as the vote states, great work and an excellent idea.
Posted by Graymaster at 2007-09-28 08:04:03 Voted 10.00 on 09/28/07
Vote, how? I've Got the N/A in the box where votes appear. I'm about to try anyway to see what happens, but at least know I tried a '10'.
Is that the only problem? You don't know how to distinguish tag-based scripting events? The solution should have been part of Tag-Based Scripting 101, but since it wasn't, all you had to do was ask for help. Let's see what you have, and I'll give you a customized condensed version...
OK, I'm not going to bother trying to parse your scripts, nor test anything. I'm not motivated enough to deal with your (lack of) indenting. However, the following should work.
First off, take each of your tag-based scripts, and include "x2_inc_switches". Next stick the following three lines at the start of the main functions of those scripts. Third, you should be done. Kill the custom OnAcquire script and let loose.
[code]
// We're only implementing activation.
if ( GetUserDefinedItemEventNumber() != X2_ITEM_EVENT_ACTIVATE )
return;
[/code]
(I wonder if it's possible to get a code block in a comment? I guess I'm about to find out.)
It's been a while since i made this script, i decided to post it with the best description i had sorry bought the confusion, but im sure you get it.
Like you said it doesn't matter which the script actually does, saying the latter would make this fit better with the rest of the D&D rules. im not too fussed people can do as they wish with it now.
Why did you make this incompatible with tag-based scripting? By doing that, you've made it harder to add this to a module. You've also greatly reduced your target audience since there are a lot of good items out there that require tag-based scripting to work.
it's not incompatible with tag-bassed scripts it is a tag bassed system but not for onacquire when you get the item it runs the script if you like it or not, so thats why it shouldn't be used for onaquire in this system other wise the when they get the item it will run it's tag based script and i don't want that to happen, i only want that to happen when they use it.
so as i said it's here for people to use if they want it, if you want o change it you can use the code and redo it, im not fussed.
thanks for your comments. _________________________ Below you can find all my scripts.
OK, you've got me confused. First you say the DC is increased by 20 for being in combat, then you say the combat DC is 25, which is only 10 more than the out-of-combat DC. Which is it? Or is it both, meaning the 25 DC is increased to 45?
Why do you say the DC is decreased by your healing skill, instead of saying your healing skill is added to your roll? The end result is the same (so it doesn't matter which the script actually does), but saying the latter would make this fit better with the rest of the D&D rules.
Why did you make this incompatible with tag-based scripting? By doing that, you've made it harder to add this to a module. You've also greatly reduced your target audience since there are a lot of good items out there that require tag-based scripting to work.
Hi guys if you like this system please vote for it, i have below a list of my other submitions in my signature. _________________________ Below you can find all my scripts.