Doctor Archive

Thread: /healdamage issues

Zarlor
Thu Sep 11, 2003 10:43 am
#1

I know that we werew supposed to have gotten, in Holp's words,"smarter find medicine code". Personally I never use the /healdamage commands so I'm not a familiar with the issues regarding it as those who do.


What I am wondering is how does /healdamage work now?


Is it looking into packs for meds not in top level inventory?


Does it seem to be choosing a pack based on something like location in inventroy or on wound needing to be healed?


What about /healwound?


Does it look in packs?


Does it know which type of wound to heal without explicitly stating so?


Does it select a pack based on the wound levels needing to be healed or location in inventory now?


What about /healstate?


Does it look in packs?


Does it know which type of state to heal without explicitly stating so?


Thanks for the help, folks. Just trying to clear up some of the issues still on the list that I hadn't heard much about recently.




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Dicey
Thu Sep 11, 2003 11:19 am
#2

I'm not sure about /healdamage or /healstate, but I have used /healwound quite frequently and this is what I've found.

1) It does NOT look into packs for kits. (Probably safe to assume /healdamage and /healstate don't either...)
2) It heals whatever wound is highest (most wounded) that you have a kit for if you don't specify what wound type to heal.

Poras Darkfly
Intrepid



Poras Darkfly
MAW
Intrepid
Zarlor
Thu Sep 11, 2003 1:12 pm
#3

Right, that's definitely the way it has always been, so no change there.


But wht I ment by that 2nd part to the question was, if, for example, you have 2 patients with only one thing wounded, say Health.


And you have 1 of each type of Health woundpack on you.


The first patient has 5 Health wounds. Does it intelligently try to use an A pack on that wound?


The second patient has 900 health wounds. Does it inteligently try to use an E pack for that? Or is it still simply, seemingly, picking cures at random?




Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
Serra_Amoretta
Thu Sep 11, 2003 1:59 pm
#4

>> The first patient has 5 Health wounds. Does it intelligently try to use an A pack on that wound?


I use these commands, and from my experience there is no intelligenceother than which wound is highest when you apply a /healwound <person>


So it does NOT use your weakest stim to heal a small amount of damage. Instead it's random and you might end up using an E for it. It would be cool though to have the base power be the determining factor in which item was used for a heal -- or if not the base power, the class (Stim-A vs B vs C)





Serra
Dicey
Thu Sep 11, 2003 2:18 pm
#5


Zarlor wrote:

Or is it still simply, seemingly, picking cures at random?





From what I can tell (based on a small sampling of times) it doesn't seem to be totally random, but it seems to use the last woundpack in your inventory. I've noticed this as I make more when the ones I'm using are getting low on uses, I have to put the new ones in my backpack, or else it will use the new ones before the ones with only 1-2 uses left.

Poras Darkfly
Intrepid



Poras Darkfly
MAW
Intrepid
Mongoloid
Thu Sep 11, 2003 2:30 pm
#6

/healdamage seems to randomly pick a stimpack... its possibly based on location in inventory. It does not look into your backback for stims, they must be at the top level.




Wanderer
Master Pistoleer
Master Creature Handler
THE Fattest Wookiee on Starsider
Zarlor
Thu Sep 11, 2003 8:42 pm
#7

Ok. Thanks, all.



Zarlor - Mesric City, Dantooine - Eclipse
Arissi Plains, Dantooine - Test Center
ConnorNZ
Fri Sep 12, 2003 5:08 am
#8

One issue I've noticed is that the new code doesn't always find the meds in my inventory. Most commonly it won't heal my action wounds, and I have to use the radial menu from my inventory.


Very irritating.




Col. Antil Holadi, MD
Slimjim_Iapkre
Fri Sep 12, 2003 12:34 pm
#9

I've noticed that /healdamage seems to use the first stimpack in my inventory. So if the one I want to be used isn't getting used, I just throw the others into my pack and then back out again. That way I force the stim with 1 use left to get used next.


And it won't use stims in packs, as every one else noted. Also, there's no 'intelligence' in stims, either. A person with 1 damage will get the same stim E used on them as a pet with 8000 damage, if that's the first stim in the inventory.


I think before this patch, the stim used was either random, or by some criteria I couldn't figure out.




SlimJim Iap'kre

Quality Stim shop selling 400+ stim B's and 600+ stim C's
In Mos Nihil, Tatooine at 275, 5365
and in Sanctuary, Corellia at -1591, -4626
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