I was planning on using the numerical position method to estimate head/torso/left arm/right arm/left leg/right leg- I had no idea WSE could help me tell bone position...and sadly WSE is doesn't totally work with the latest Warband, correct?
Ah yes, at the point ti_on_agent_hit happens I can only find damage dealt before armour is taken out, right? I was hoping Battle Wounds might have a workaround for that, since it seems to calculate effects off damage taken. If only there was a trigger to the effect of on_agent_hp_change or something. That seems to be the main difficulty. The rest seemed (relatively) simple, granted that given my level of experience with scripting nothing is simple.
Once I have the damage value, (and location and type from methods mentioned), I think I just have to store the damage value, damage type and location of each hit, allocate any immediate penalties, have a script to monitor stored wounds on the agent and assess blood loss from each every time increment x, and at the end of the battle check the stored wounds and 'roll' for chance of death to be implemented at time y (a formula based on the wound, medical skills, and if I can figure out how, battle result,) infection (which, aside from influencing chance of death, would really work just like blood loss, but with a different time increment) possibility of permanent injury, and implementation of temporary penalties; basically very much like Chel's wound script but on a per wound basis, and regardless of state of consciousness. I suppose I'd only bother tracking bleeding and infection out of battle on heroes. For other troops it would just affect chance of death. Eventually I was going to try and work in a "Perform First Aid' action in battle to try and mitigate bloodloss, but given how often you get the time to do that, it wasn't a high priority. The only thing currently troubling me about all that is whether storing that data for every wound on every agent in the battle will use up more free slots than I have to store stuff, and/or cause the game to become unmanageably slow.
Currently, I wasn't much concerned with any graphical representations of anything. Just having someone run slower and have poorer balance and such from taking an arrow to the leg would make me happy. I'm similarly not too concerned with how aware the player is of specific injury effects during battle. I might have a message display some info, but then again maybe not. If I did, and they missed it, well, people often remain unaware of injuries while preoccupied with fighting, and otherwise, it's not like people have damage readouts flash across their eyes in real life. I rather like the idea of the effects only subtly presenting themselves as ability degradation. At the end of the battle, when there was actually time to assess such things, would seem like a good enough time to list the specific information.