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Interruptible Resting in script

rion26rion26 Member Posts: 25
edited February 2014 in General Modding
Is there a way to use the RestParty() command in a script but make resting interruptible with the normal probability of beeing interrupted as set for the specific area?

Comments

  • BlucherBlucher Member Posts: 110
    RestParty() invoked from a script cannot be interrupted, nor can a script pull rest encounters settings from an area, as far as I know/remember.

    But what is it you are trying to do? There could be some kind of work around.
  • rion26rion26 Member Posts: 25
    edited February 2014
    I wanted to do a little script that will attack an enemy on sight and rest when charname has killed him. the first part is easy, but I did not find a solution on the resting part yet.
  • BlucherBlucher Member Posts: 110
    edited February 2014
    So you would want to do something like this?

    IF
    Die() // I died
    Then
    Response #100
    RestParty() // rest the entire party
    END

    You'd want to have it at the top of the creature's override script just in case.

    EDIT:
    If you want CharName to be the one killing the creature and resting only CharName then...

    IF
    Die() // i died
    AttackedBy(Player1,DEFAULT) // and hopefully CharName laid the killing blow
    THEN
    RESPONSE #100
    ActionOverride(Player1,Rest()) // rest only CharName
    END

    ...should do both. But it is very possible the trigger will misfire.
  • rion26rion26 Member Posts: 25
    Ok great, I will try that one out, thank you for helping me out Bluch!
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