define new BITS_COND for monsters Created 1 year ago2022-12-29 18:36:57 UTC by La Hire La Hire

Created 1 year ago2022-12-29 18:36:57 UTC by La Hire La Hire

Posted 1 year ago2022-12-29 18:36:57 UTC Post #347212
I want to set up an own condition, like for an NPC beeing damaged by a specific damage-type triggering a specific schedule. So I was trying to find the definitions of it, to add my own.

In the schedule.h I find for example
#define bits_COND_LIGHT_DAMAGE (1 << 8) // hurt a little
this condition is linked in several files like the scripted.cpp or monsterstate.cpp, however I can not find the definition for it. Like in this case, how much a 'light' damage is etc.

Where can I find and set up my own BITS_COND?

(Using Solokillers SDK).
Posted 1 year ago2022-12-31 17:09:28 UTC Post #347216
That is the definition for it. The condition is set in a couple places using: SetConditions(bits_COND_LIGHT_DAMAGE);

The actual conditions under which it is set can vary from NPC to NPC.
Posted 1 year ago2023-01-03 20:29:30 UTC Post #347221
Thank you for your reply, I appreciate it.
Sorry I mixed definition and condition, I have no experience and do the 'learning by doing' approach ;-)
My idea was to set up the own definition and condition like 'Monster get hurt by slowfreeze-damage' to have it do a specific task. As I still cant find where the condition is set for Barney, I put an If-clause as a Workaround into the 'void TraceAttack' of the monster with the damagetype and so I am able to trigger the task I wanted :-)
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