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Suggestion for second wind

Closed 1.1.26

Fusion 3.64
Fusion 3.64

Posted

I had a player point out that there's no notification when you get back up.
I'm not sure if they've just had bad luck on the return or something isn't working right.
But they said they're spending more time downed and dead than getting back up.
But it should be a 25% chance to stand up again when using the default config yeah?
They suggested adding the notification so they would know if it was from their investment of skill points or just rust.

imthenewguy

Posted

The skill happens instantaneously from memory. There is no sitting on the floor waiting; as soon as they would be wounded they are back up and are given a small amount of health. I'll look at adding a notification to this though.

imthenewguy

Posted

I just checked the code.

There is a lang entry for when this triggers:

["WoundSave"] = "Your ability prevent you from being wounded.",
        object OnPlayerWound(BasePlayer player, HitInfo info)
        {
            if (player.IsNpc || !player.userID.IsSteamId()) return null;
            BuffDetails bd;
            if (!buffDetails.TryGetValue(player.userID, out bd)) bd = GetBuffDetails(player);
            if (bd.buff_values.ContainsKey(Buff.Wounded_Resist) && RollSuccessful(bd.buff_values[Buff.Wounded_Resist]))
            {
                if (NotificationsOn(player)) PrintToChat(player, lang.GetMessage("WoundSave", this, player.UserIDString));
                player.metabolism.radiation_level.SetValue(0);
                player.metabolism.radiation_poison.SetValue(0);
                player.metabolism.oxygen.SetValue(1);
                player.metabolism.temperature.SetValue(15);
                player.metabolism.bleeding.SetValue(0);
                player.health += 10;
                return false;
            }
            return null;
        }

This prints to the player chatbox if they have their notifications enabled (via player  settings). It resets their radiation, oxygen, temp and bleeding, and adds 10 health before preventing them from being wounded.

They never actually enter the wounded state.

Fusion 3.64

Posted

Sorry for the late response.
Understood.
I guess they're just having really bad rolls with the perk 🙂
I'll mess with this on my test server, clone their profile and see if I possibly have something blocking it as well.
I have various health items on the main server. But those are all consumables. So in theory they shouldn't interfere.

imthenewguy

Posted

Raise the chance that it procs to 50% and try a few times 

imthenewguy

Posted

Changed Status from Pending to Closed

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