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dearrrfish

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  1. There's nothing really useful for determining how much damage a weapon has done. I'm not sure if damage is applied BEFORE or AFTER the OnHit event triggers, but you could try something along these lines. Monitor the actors health in a tight OnUpdate() loop, say every .25 seconds. Keep it lean, only enough to track the current health. Then in an OnHit event have it compare the players last tracked health with the current health and see if they are different. Obviously timing will be a factor here but it might...approximate...what you're after. -MM Thanks for your reply. What I want is to know the damage actor can make before it did hit target. References of Creation kit mention almost nothing about Weapon Script. :(
  2. Hi, I just start to learn on making mods. I am trying to get current damage/ or weapon damage in scripts. After two days of searching, I found nothing online. To clarify my problem, what I am doing is a skill to assassin target. I want to calculate if the damage made by weapon is enough to kill instantly, so I want to get the current weapon damage / or damage ( just like it shows on the bottom of item menu) to compute within my attack damage formula. Do you guys have some good advice?
  3. Hi, dude, Do you know how to get current weapon damage in script?
  4. Hi, folks, I want to do some area magic effect that can attache every target a custom debuff effect as well as cause damage. I can handle the damage part, it is done when I write such "target.DamageAV()" stuff in script. However, How can I deal with debuff magic part? I tried "debuffSpell.Cast(target)" but did not work. Thx for your help!
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