"Backport" Skulltag's Max Health Bonus

Remember, just because you request it, that doesn't mean you'll get it.

Moderator: Developers

"Backport" Skulltag's Max Health Bonus

Postby NeuralStunner » Thu Apr 28, 2011 2:35 pm

Would probably call the properties for this Health.MaxBonus and Health.MaxBonusMax, this would corrospond to Armor.MaxBonus &c.

When an item with this property is given:
  • The Player's SpawnHealth is boosted by this amount. Healing items will then heal up to the new maximum.
  • Boost items such as the Health Bonus or SoulSphere will have their maximum attained health (Inventory.MaxAmount) effectively boosted by this amount.

Lack of this feature is pretty much the only thing holding back my "Skulltag compat pack" for (G)ZDoom. (The UpgradeStamina method has very undesirable effects, such as fully healing, and there's no change to Health Bonus behavior either.)
User avatar
NeuralStunner
O'Neill with it.
 
Joined: 21 Jul 2009
Location: The Colonies

Re: "Backport" Skulltag's Max Health Bonus

Postby Footman » Wed May 04, 2011 6:46 pm

Bump for support. I'd like to see this as well.
User avatar
Footman
 
Joined: 15 Jul 2003

Re: "Backport" Skulltag's Max Health Bonus

Postby some_random_guy » Wed May 04, 2011 7:37 pm

Wow. I didn't realize that feature was even exclusive to Skulltag.

This being the case, your suggestion is excellent! Let's see it built! :D
User avatar
some_random_guy
Low-key and willing to learn
 
Joined: 29 Apr 2011
Location: here

Re: "Backport" Skulltag's Max Health Bonus

Postby Lord Misfit » Thu May 05, 2011 12:46 am

Fourth'd for this. o.o
User avatar
Lord Misfit
The Hellstar's maw beckons her forth to the truth...
 
Joined: 27 Dec 2006
Location: Canton, OH

Re: "Backport" Skulltag's Max Health Bonus

Postby Sodaholic » Sun May 08, 2011 9:48 pm

This could be very useful for TSAT, as I seem to remember PDF mentioning that it needs something like this.
Sodaholic
Banned User
 
Joined: 03 Nov 2007

Re: "Backport" Skulltag's Max Health Bonus

Postby Project Dark Fox » Mon May 09, 2011 6:26 am

Sodaholic wrote:This could be very useful for TSAT, as I seem to remember PDF mentioning that it needs something like this.

More of a request than anything, it's not a demand.

Still would be nice to have.
User avatar
Project Dark Fox
Nightmare Fuel Station Attendant
 
Joined: 14 Jul 2005
Location: The Gutter

Re: "Backport" Skulltag's Max Health Bonus

Postby Apothem » Tue May 10, 2011 8:43 pm

I think what may more need to be in order is a more effective way through decorate to modify the player's max health without doing it via an item in general.

A more general approach to cover more usage would be nice if it wasnt just pickup based.
User avatar
Apothem
ACS scripting makes my head go BooM!
 
Joined: 29 Nov 2003
Location: Performing open heart surgery on an ACS compiler.

Re: "Backport" Skulltag's Max Health Bonus

Postby NeuralStunner » Tue May 10, 2011 9:06 pm

Apothem wrote:A more general approach to cover more usage would be nice if it wasnt just pickup based.
If you at least have an item to do so, it's relatively simple to use A_GiveInventory as needed.
User avatar
NeuralStunner
O'Neill with it.
 
Joined: 21 Jul 2009
Location: The Colonies


Return to Feature Suggestions

Who is online

Users browsing this forum: No registered users and 2 guests