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 Bloodloss effect only

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Maxus Corvin
Zer0Morph
cornoratu
Childe of Malkav
lofgren
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Childe of Malkav
Beyond Caine
Beyond Caine
Childe of Malkav


Posts : 5204
Join date : 2009-11-05
Location : Gone for Good

Bloodloss effect only - Page 2 Empty
PostSubject: Re: Bloodloss effect only   Bloodloss effect only - Page 2 EmptySun Jul 27, 2014 8:35 am

Here's the most recent version of the bloodtimer (July 2014) including humanity and the bloodstar.

The rules are like this: With humanity 6 and stamina 1, the base is 5 minutes. half a minute is added for every point of humanity above 6, every point of stamina above 1, and owning the bloodstar.
If your humanity drops below 6, you loose a minute per point below 6.

You'll have to add the following code to your vamputil.py:
Code:
### Bloodloss and related stuff ###
def schedule():
    onOverfeed()
    __main__.ScheduleTask(0.1,"onBLEvent()")

def onBLEvent():
    pc = __main__.FindPlayer()
    G = __main__.G
    hum = pc.humanity
    BLOOD_MAX_COUNT = 9+pc.stamina
    if(hum > 6): BLOOD_MAX_COUNT +=(hum -6)
    elif(hum < 6): BLOOD_MAX_COUNT -= 2*(6-hum)
    if(pc.HasItem("item_p_occult_blood_buff")): BLOOD_MAX_COUNT += 1
    G.BloodCounter += 1
    print "BloodCounter increased"  #can be removed, except for testing
    while((G.BloodCounter >= BLOOD_MAX_COUNT) and (pc.bloodpool > 1)):
        pc.Bloodloss(1)
        print "Bloodloss 1 Blood point"  #can be removed, except for testing
        G.BloodCounter = G.BloodCounter - BLOOD_MAX_COUNT
    if(G.BloodCounter >= 2* BLOOD_MAX_COUNT):
        try: __main__.ccmd.frenzyplayer()
        except: pass
        print "hunger induced autofrenzy"
    __main__.ScheduleTask(30.0,"onBLEvent()")

def onOverfeed():
    pc = __main__.FindPlayer()
    G = __main__.G
    hum = pc.humanity
    BLOOD_MAX_COUNT = 11+pc.stamina
    if(hum > 6): BLOOD_MAX_COUNT +=(hum -6)
    elif(hum < 6): BLOOD_MAX_COUNT -= 2*(6-hum)
    if(pc.HasItem("item_p_occult_blood_buff")): BLOOD_MAX_COUNT += 1
    while((G.BloodCounter <= BLOOD_MAX_COUNT) and (pc.bloodpool >= 16)):
        pc.Bloodloss(1)
        G.BloodCounter = 0
        print "Bloodloss due to overfeeding"    #can be removed, except for testing
    __main__.ScheduleTask(5.0,"onOverfeed()")
### Bloodloss end ###

Then edit stats.txt: Find bloodpool "max" and change it from 15 to 16.

Last step is activating the whole thing: I think the best way is to do it in the Jack tutorial dialog.

{ 12 }{ Who are you? }{ }{ 21 }{ not IsClan(pc,"Malkavian") }{ schedule() }{ }{ }{ }{ }{ }{ }{ }
{ 13 }{ The rain of ages plot again to wash away revelation. }{ }{ 1011 }{ IsClan(pc,"Malkavian") }{ schedule() }{ }{ }{ }{ }{ }{ }{ }

geek
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Subotai_X
Fledgling
Fledgling
Subotai_X


Posts : 6
Join date : 2015-08-09
Age : 48
Location : Lakeland, FL

Bloodloss effect only - Page 2 Empty
PostSubject: Re: Bloodloss effect only   Bloodloss effect only - Page 2 EmptySun Aug 09, 2015 8:37 am

Childe of Malkav wrote:
Here's the most recent version of the bloodtimer (July 2014) including humanity and the bloodstar....

PLEASE, tell me this is how you keep the timer but don't take health damage!


Last edited by Childe of Malkav on Sun Aug 09, 2015 3:42 pm; edited 1 time in total (Reason for editing : removed unnecessary complete quote)
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Childe of Malkav
Beyond Caine
Beyond Caine
Childe of Malkav


Posts : 5204
Join date : 2009-11-05
Location : Gone for Good

Bloodloss effect only - Page 2 Empty
PostSubject: Re: Bloodloss effect only   Bloodloss effect only - Page 2 EmptySun Aug 09, 2015 3:41 pm

Taking damage when the bloodpool drops below a certain level is hardcoded. Or at least nobody has yet found a way to change that.
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Bloodloss effect only - Page 2 Empty
PostSubject: Re: Bloodloss effect only   Bloodloss effect only - Page 2 Empty

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