PS: If I can't manage to stop firing completely when my APs run out, I would at least like to have some sort of penalty for having 0 points. Again though, I see nothing obvious that I can use. If someone has any suggestions, I would appreciate it.
scn a2zNoAPScripBegin GameModeGetActorValue ActionPointsif ActionPoints == 0endifEnd
scn a2zNoAPScripshort myPtsBegin GameMode set myPts to GetActorValue ActionPoints if myPts == 0 ;do something endifEnd
scn a2zNoAPScripshort myPtsBegin GameMode set myPts to player.GetActorValue ActionPoints if myPts == 0 player.DamageActorValue Strength 1 player.DamageActorValue Endurance 1 player.DamageActorValue Agility 1 endif if myPts >0 player.RestoreActorValue Strength 1 player.RestoreActorValue Endurance 1 player.RestoreActorValue Agility 1 endifEnd
scn a2zNoAPScriptshort myPtsshort RestoreRatefloat fquestdelaytimeBegin GameMode set fquestdelaytime to 0.01 set myPts to player.GetActorValue ActionPoints set RestoreRate to getgamesetting fActionPointRestoreRate if myPts < 0 player.DamageActorValue Strength -1 player.DamageActorValue Endurance -1 player.DamageActorValue Agility -1 endif if myPts > 0 player.RestoreActorValue Strength 1 player.RestoreActorValue Endurance 1 player.RestoreActorValue Agility 1 endif if player.isrunning == 1 player.DamageActorValue ActionPoints -30 set RestoreRate to 0 endif if myPts < 25 playsound a2zGasp01 endifEnd
if myPts <0 SetQuestDelay 1 playsound a2zgasp04endif
if myPts < 0 && > -25 SetQuestDelay a2zNoAPGaspQuest 2 playsound a2zGasp01 endif
if myPts < 0 && myPts > -25
if myPts < -75 ;do massive penaltyelseif myPts < -50 ;do damaging penaltyelseif myPts < -25 ;do hurtful penaltyelseif myPts < 0 ;do minor penaltyendif
float RestoreRateset RestoreRate to -.75 + (player.GetActorValue Endurance /100)