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Post by shadox on Sept 28, 2006 14:16:00 GMT
Hello, Firstly, got to say the leg levels system is fantastic, top job Adds tonnes of playability to my mod Ok so my problem, its a strange one it seems the leg leveler has the mysterious ability to recharge Feats. Is this normal? When i say recharge feats i mean abilities and the like instantly go to full, as if they just rested when they use the leg leveler Now typically, as per how you said to set it up on the vault and in the doco's this wouldn't be an issue. But we modded it alittle bit so we could activate it off an item that the player carries around with them which makes this a pretty big issue Especially since Epic spells are counted as feats not spells and thus a mage can actually have unlimited hell balls and ruins by just using the item over and over . This happens even if they don't have enouh XP to get to the next level So is there any way of getting around this do you know? I've got an idea to fix it floating in the back of my mind (Just spawning an invisible object and force the player to talk to it when they have enough xp) but that'd have to go on heartbeat and yeah thats kinda dirty Can you even set the feat uses to 0? That'd be an ok quick fix... Anyways if you can help me that'd be great, Cheers
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Post by FunkySwerve on Sept 28, 2006 16:09:37 GMT
It's necessary to have feats show up as available to the character. I would advise against what you are trying to do in the strongest terms. If you look at the leveler demo mod you'll see that it restricts access to one player at a time. This is because of the global nature of custom tokens. If two characters use it at the same time extreme bugginess will ensue. You'd be much better off having the item store their location and port them to the entry to the access-restricted leveler area, and having a second use port them back and delete the location afterwards. With regard to the leveler system, nearly everything is the way it is for a reason, so if you start tinkering I can pretty well guarantee you'll break something. Funky
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Post by shadox on Sept 29, 2006 2:36:51 GMT
Forgot to mention on that topic we've got a local variable that stops more than 1 person using it at once to avoid that problem I like tinkering with things though Things can't get better if nobody tinkers I think spawning an invisible object and making someone talk to it would work well, atleast that way they can't use it over and over to cheat that way, you can check and see if ones already spawned and just not spawn another one till the last ones destroyed, might work better on a psudo-heartbeat though and maybe store their current level for that session as an init on the player to get around constant calls to leto script? What do you think, sound feasible?
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Post by FunkySwerve on Sept 29, 2006 5:37:35 GMT
I'm not suggesting NOBODY tinker, I'm merely suggesting you save yourself some grief and let me do it. In any event, none of that is necessary, as you'll discover if you look at the scripts. HGLL is its own anti-cheat. The Lootable tracks what level they have, and the letoscript string is reset at the onset of the convo. It's impossible to cheat it, absent the token issue, because they can't get the edits for a level without the level indicator, the lootable. You don't need a listener, so there's no reason to spawn an object at all, just have the pc talk to themselves. A psuedo would be a complete waste in any case - you should avoid those like the plague unless absolutely necessary, in any event, as they eat roughly 5 times the cycles of an identical heartbeat (not that I'm advocating heartbeats as an alternative, the trick is using neither unless necessary and using psuedos unless the script is running more than 1/5 of the time). You'll also want to think about how to prevent a player from locking up the convo if you make it portable on an item. Funky
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Post by shadox on Sept 29, 2006 6:19:22 GMT
hhehe i'll take that on board, really just trying to set it up so its seemless, i hate the idea of taking a player off track to levelup
I might see if i can tack it into my custom xp script without adding much extra load
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Post by FunkySwerve on Sept 29, 2006 6:25:03 GMT
You should be able to without much trouble, take a look at the GetHasXPForNextLL function in hgll_func_inc. I actually commented all of those suckers, unlike with SimTools, because I anticipated people needing to twek things like a level readout, etc. You could reasonably run that check on every critter death, and 'level' the PC if appropriate, it's pretty low overhead. Not sure I'd want a levelup convo forced on me in combat tho. Funky
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Post by Ironfang on Sept 29, 2006 13:15:41 GMT
hhehe i'll take that on board, really just trying to set it up so its seemless, i hate the idea of taking a player off track to levelup As long as XP continues to accumulate I don't think you will find players are that worried about having to level up the minute the hit the next level. Often players here at HG will wait until the end of a multi-hour run to level up, its kinda like savouring the moment and gives you time to think about your choices.
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