I've been playing around with combat_p_proc and testing for combat hits like this:
procedure combat_p_proc begin
if (fixed_param == COMBAT_SUBTYPE_HIT_SUCCEEDED) then begin
display_msg(mstr(100));
end
end
If I do that on a critter script, it works, I get a message for each hit. But if I try to do this in OBJ_DUDE script, it doesn't work I was hoping to be able to trigger script action when the player hits in combat. That way I could do things like this:
Check if wielding spasm neurodisrupter, if so modify agility and perception on target
Check if wielding poison spear, if so apply poison on target
etc
Does anyone know why this wouldn't work on OBJ_DUDE but works on every other critter?
Any ideas on how to apply extra/special damage via script for combat hits? (so special weapons can be made?)
procedure combat_p_proc begin
if (fixed_param == COMBAT_SUBTYPE_HIT_SUCCEEDED) then begin
display_msg(mstr(100));
end
end
If I do that on a critter script, it works, I get a message for each hit. But if I try to do this in OBJ_DUDE script, it doesn't work I was hoping to be able to trigger script action when the player hits in combat. That way I could do things like this:
Check if wielding spasm neurodisrupter, if so modify agility and perception on target
Check if wielding poison spear, if so apply poison on target
etc
Does anyone know why this wouldn't work on OBJ_DUDE but works on every other critter?
Any ideas on how to apply extra/special damage via script for combat hits? (so special weapons can be made?)