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RogerRed

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  1. With Bloody fights enabled there is an echoing sound that plays every time you swing your weapon, years ago when I used this there was no problem now its unusable because of this, has anybody found a fix for this?
  2. I'm using an ESM-9110 controller and xpadder to emulate the keyboard but the right stick isn't emulating the mouse nor are the triggers working. I see that there are xbox 360 stuff to get the controller to work but it looks like they are choosing your layout for you. I like how my keyboard is setup and would simply like the game to just recognize the right stick as the mouse and the triggers as buttons, leaving me to set them to what ever I want in the xpadder program, any advice? Ignore this I think this posted it self as soon as I refreshed the page
  3. I'm using an ESM-9110 controller and xpadder to emulate the keyboard but the right stick isn't emulating the mouse nor are the triggers working. I see that there are xbox 360 stuff to get the controller to work but it looks like they are choosing your layout for you. I like how my keyboard is setup and would simply like the game to just recognize the right stick as the mouse and the triggers as buttons, leaving me to set them to what ever I want in the xpadder program, any advice?
  4. Thanks alot qwertyasdfgh this is exactly what I was looking for. I never used the "mod" category of functions of obse before and might be needing them for future mods, btw I saw you can access a mods variable from another mod but that requires setting it up in the first mod you're going to be taking the variable from before hand, idk if there is a way that a mod can just read a variable without any adjustment done to the first mods script? If not that's fine your solution works thanks again!.
  5. I made a recharge spell that after its cast requires you to hold block to recharge your enchanted weapon and after trail and error got it to work and it behaves exactly as I wanted it to. I also have another mod Goldbrand of Lore which also requires you to hold block for an extended period of time to activate an ability which is a fire shield that consumes charge while active, and when both mods are activated at the same time this consumes charge faster than the recharge spell can, well, recharge. So to solve this I put a getplayerspell == 0 check before the fire shield portion so that it would not work while recharging, but this just kills the entire script or deactivates the mod. I tried shifting this check to all parts of the script still no solution. Even when I add the spell it should be looking for to the goldbrand mod itself and deactivate the Recharge mod and make clean save its like it remembers that I pissed it of and kills the mod, any assistance would be appreciated. Goldbrand of Lore ScriptName GoldbrandEnchantmentScript ref user short normal float btimer float ctimer float dctimer float gtimer short golden short charged short doonce short spelldetected short halfcloak short fullcloak short weaponswapped short weaponsheath Begin OnEquip Set user To GetContainer set normal to 1 set golden to 0 set ctimer to 0 set btimer to 0 set gtimer to 0 set charged to 0 set dctimer to 0 set spelldetected to 0 set fullcloak to 0 set weaponsheath to 1 set weaponswapped to 0 Set halfcloak to 0 End Begin GameMode if GetGameLoaded Set user To GetContainer set normal to 1 set golden to 0 set btimer to 0 set ctimer to 0 set gtimer to 0 set doonce to 0 set charged to 0 set dctimer to 0 set spelldetected to 0 set fullcloak to 0 set weaponsheath to 1 set weaponswapped to 0 Set halfcloak to 0 if user.GetEquipped Goldshield2 == 1 set fullcloak to 1 endif if user.GetEquipped Goldshield1 == 1 set halfcloak to 1 endif endif if GetCurrentCharge > 0 set charged to 1 else set charged to 0 endif ;if user.IsBlocking == 1 ; if user.GetPlayerSpell RechargeSpell1 == 1 || user.GetPlayerSpell RechargeSpell2 == 1 || user.GetPlayerSpell RechargeSpell3 == 1 ; set spelldetected to 1 ; endiF ;endif ; if user.GetEquipped RRRechageToken == 1 ; set spelldetected to 1 ; endif If user if user.GetEquippedObject 16 == DAGoldbrand if IsEquipped == 1 if user.GetPlayerSpell RechargeSpell1 == 0 if user.IsWeaponOut == 1 if weaponsheath == 1 set weaponsheath to 0 ; Message "Weapon is drawn " 1 endif if user.IsAnimGroupPlaying attackbackpower SetEnchantment DAGoldbranBackPowerEnchant DAGoldbrand ; Message "backpower is working" 1 set normal to 0 elseif user.IsAnimGroupPlaying attackforwardpower SetEnchantment DAGoldbrandForwardPowerEnchant DAGoldbrand ; Message "forwardpower is working" 1 set normal to 0 elseif user.IsAnimGroupPlaying attackPower SetEnchantment DAGoldbrandPowerEnchant DAGoldbrand ; Message "power is working" 1 set normal to 0 else if normal == 0 SetEnchantment DAGoldbrandEnchant DAGoldbrand ; Message "return to normal is working" 1 set normal to 1 endif endif if charged == 1 if user.IsBlocking == 1 ; if user.GetPlayerSpell RechargeSpell1 == 0 ;if spelldetected == 0 set gtimer to 10 if fullcloak == 0 set btimer to btimer + GetSecondsPassed ;message " blocktimer " 1 if btimer > 3 && halfcloak == 1 user.UnEquipItemSilent Goldshield1 user.RemoveItemNS Goldshield1 1 user.RemoveSpell GoldbrandHalfCloak set btimer to 0 user.AddSpellNS GoldbrandFullCloak user.AddItemNS Goldshield2 1 user.EquipItemSilent Goldshield2 Set fullcloak to 1 ; Message "Goldenarmor check" 1 elseif halfcloak == 0 if btimer > 3 user.AddItemNS Goldshield1 1 user.EquipItemSilent Goldshield1 user.AddSpellNS GoldbrandHalfCloak Set halfcloak to 1 set btimer to 0 ; Message "Goldenshield check" 1 endif endif ;endif endif endif if halfcloak == 1 if ctimer < 1 set ctimer to ctimer + GetSecondsPassed else user.ModEquippedCurrentCharge -5 16 set ctimer to 0 endif endif if fullcloak == 1 if ctimer < 1 set ctimer to ctimer + GetSecondsPassed else user.ModEquippedCurrentCharge -15 16 set ctimer to 0 endif endif endif if user.IsBlocking == 0 set btimer to 0 if gtimer > 0 set gtimer to gtimer - GetSecondsPassed else if fullcloak == 1 user.UnEquipItemSilent Goldshield2 user.RemoveItemNS Goldshield2 1 user.UnEquipItemSilent Goldshield1 user.RemoveItemNS Goldshield1 1 user.RemoveSpell GoldbrandHalfCloak user.RemoveSpell GoldbrandFullCloak set fullcloak to 0 set doonce to 0 ; Message "Goldenarmor removed check" 1 elseif halfcloak == 1 user.UnEquipItemSilent Goldshield1 user.RemoveItemNS Goldshield1 1 user.RemoveSpell GoldbrandHalfCloak user.RemoveSpell GoldbrandFullCloak Set halfcloak to 0 ; Message "Goldenshield removed check" 1 endif endif endif else if weaponsheath == 0 user.UnEquipItemSilent Goldshield1 user.RemoveItemNS Goldshield1 1 user.UnEquipItemSilent Goldshield2 user.RemoveItemNS Goldshield2 1 user.RemoveSpell GoldbrandHalfCloak user.RemoveSpell GoldbrandFullCloak set golden to 0 set doonce to 0 set fullcloak to 0 Set halfcloak to 0 set weaponsheath to 1 ; Message "Weapon is sheath " 1 endif endif else if weaponswapped == 0 user.UnEquipItemSilent Goldshield1 user.RemoveItemNS Goldshield1 1 user.UnEquipItemSilent Goldshield2 user.RemoveItemNS Goldshield2 1 user.RemoveSpell GoldbrandHalfCloak user.RemoveSpell GoldbrandFullCloak set weaponswapped to 1 set doonce to 0 endif endif endif endif endif End begin OnUnEquip user.UnEquipItemSilent Goldshield1 user.RemoveItemNS Goldshield1 1 user.UnEquipItemSilent Goldshield2 user.RemoveItemNS Goldshield2 1 user.RemoveSpell GoldbrandHalfCloak user.RemoveSpell GoldbrandFullCloak ;Message "Goldenshield unequipped check" 1 End Rechagre spell I attached the esp. ScriptName RRWeaponrechargeScript1 ref user ref Weapon short active short doonce short blocking short charging short counter float drain float curmag float rmag ; recorded mag float maxmag float maxcharge float curcharge float rcharge ;recorded charge float window Float myst float rctimer ;recharge timer float mtimer ;message timer short goldbrand float exspended float infused float infusedo ; original value float exspendedm ; message float exspendeds ; added until == 1 float exremainder ; fractions float exspendedo ; original value float infusedm ; message Begin ScriptEffectStart set blocking to GetControl 6 set user to PlayerRef set weapon to user.GetEquippedObject 16 set maxcharge to user.GetObjectCharge weapon set window to 3 set mtimer to 0 set counter to 1 set rctimer to 0 set goldbrand to 0 set exremainder to 0 Set charging to 0 set active to 1 set doonce to 0 set curmag to user.GetActorValue Magicka set maxmag to user.GetBaseActorValue Magicka set myst to user.GetActorValue Mysticism if myst < 75 user.SetPowerTimer RechargeSpell1 3600 elseif myst >= 75 && <100 user.SetPowerTimer RechargeSpell1 1800 elseif myst >= 100 user.SetPowerTimer RechargeSpell1 1200 endif if user.GetEquippedObject 16 == DAGoldbrand set goldbrand to 1 endif set exspended to (maxmag*2)/100 ; 2% set infused to ((myst/25) * exspended)/4 set exspended to (exspended/4) * (-1) set exspendeds to exspended set exspendedo to exspended set infusedo to infused user.Dispel RechargeSpell3 StopMagicShaderVisuals RReffectRecharge3 SelectPlayerSpell RechargeSpell2 Message "level 1" 1 End Begin Gamemode set curmag to user.GetActorValue Magicka set curcharge to user.GetEquippedCurrentCharge 16 set window to window - GetSecondsPassed if user.GetEquippedObject 16 == Weapon if user.IsBlocking == 1 if maxcharge > curcharge && curmag > 0 set rctimer to rctimer + GetSecondsPassed if rctimer > .25 set exspended to exspended + exremainder if exspended < -1 set drain to exspended *5 user.ModActorValue2 magicka exspended user.ModActorValue2 Fatigue drain user.ModActorValue2 Health exspended user.ModEquippedCurrentCharge infused 16 set exremainder to exspended % 1 set exspended to exspendedo set infused to infusedo else set exspendeds to exspendeds + exspended if exspendeds < -1 set exspended to exspendeds set exspendeds to exspendedo endif set infused to infused + infusedo endif if doonce == 0 set rmag to curmag set rcharge to curcharge weapon.PlayMagicShaderVisuals RReffectRecharge1 PlayMagicShaderVisuals RReffectRecharge1 set doonce to 1 endif set window to 3 set rctimer to 0 Set charging to 1 endif else Set charging to 0 set doonce to 0 set window to 0 user.RemoveItemNS RRRechargeToken 1 endif if charging == 1 user.AddItemNS RRRechargeToken 1 set mtimer to mtimer + GetSecondsPassed if mtimer > 1 set curmag to user.GetActorValue Magicka set curcharge to user.GetEquippedCurrentCharge 16 set exspendedm to exspendedo *(-4) set infusedm to curcharge - rcharge message "Capacity %4.0f/%2.0f charging at %2.1f per sec magicka use %2.1f per sec " , maxcharge, curcharge, infusedm, exspendedm 1 set rcharge to curcharge set mtimer to 0 endif endif if goldbrand == 1 if mtimer > .9 DAGoldbrand.RunScriptLine "set gtimer to 0" endif endif endif if window <= 0 SelectPlayerSpell RechargeSpell1 StopMagicShaderVisuals RReffectRecharge1 user.Dispel RechargeSpell1 user.RemoveItemNS RRRechargeToken 1 ; EnableControl 6 endif else SelectPlayerSpell RechargeSpell1 StopMagicShaderVisuals RReffectRecharge1 user.Dispel RechargeSpell1 user.RemoveItemNS RRRechargeToken 1 ; EnableControl 6 endif End Begin ScriptEffectFinish StopMagicShaderVisuals RReffectRecharge1 user.Dispel RechargeSpell1 user.RemoveItemNS RRRechargeToken 1 End
  6. Thanks for both your suggestions but I found just the exact thing I was looking for. It was SetPowerTimer. I put it in ScriptEffectStart portion of the script like so. user.SetPowerTimer RechargeSpell1 1200The timescale in the vanilla game goes from 0 to 3600 with 3600 equaling 24 hours so that 1200 equals 8 hours, Making it so that spell can be cast three times a day.
  7. I made a recharge enchantment spell and wanted to give it a 12 or 8 hour cooldown and I don't know how to go about it, any assistance would be appreciated.
  8. GamerRick and RomanR both of your suggestions involves quest scripts and separate function scripts. I was hoping that everything could have been done in one object script, but it looks like that is the route I would eventually have to take to make the mod I want to make in the future, but I would rather not do that at this point. Thanks for your suggestion though and your script RomanR might be useful another future mod. This is the script attached to an amulet, it is in effect a magicka battery that stores up to 100 points of magicka, it replenishes the wearers magicka almost instantly from what it has stored. It recharges itself only after the wearers magicka pool is full, then it begins to recharge as fast as the wearers own magicka regeneration rate. This is to emulate the amulet recharging off of the wearers excess magicka. Hovering the cursor over the amulet shows the capacity of the amulet while holding down shift and hovering over it shows the recharge rate per seconds. I wanted to have using a welkynd stone or using ayleid well to fully replenish it along with the player. ScriptName MagesAmulet ref user float maxmag float curmag float regen Float rgtimer float charge float recharge float rctimer float will float udtimer short fulldoonce Begin onequip Set user to GetContainer Set charge to 0 set regen to 2 set maxmag to user.GetBaseActorValue Magicka set will to user.GetActorValue Willpower set recharge to 0.01 * ((.02 * Will) + .75) * maxmag End begin MenuMode 1002 if IsKeyPressed3 42 && GetActiveMenuSelection == MageAmulet message " Amulet regeneration rate %.0f per sec " recharge 2 elseif GetActiveMenuSelection == MageAmulet message " Amulet charge %.0f/100 " charge 1 endif ;set regen to 1 End Begin GameMode set regen to 1 set udtimer to udtimer + GetSecondsPassed if udtimer > 5 set maxmag to user.GetBaseActorValue Magicka set will to user.GetActorValue Willpower set recharge to 0.01 * ((.02 * Will) + .75) * maxmag set udtimer to 0 endif set curmag to user.GetActorValue Magic if curmag < maxmag if charge < 0 message " Amulet is empty" 1 set charge to 0 endif if charge > 0 set rgtimer to rgtimer + GetSecondsPassed if rgtimer > 0.1 set charge to charge -regen user.ModActorValue2 magicka regen set rgtimer to 0 set fulldoonce to 0 endif endif elseif charge < 100 ;message " Recharging " 1 set rctimer to rctimer + GetSecondsPassed if rctimer > 1 set charge to charge + recharge set rctimer to 0 endif elseif fulldoonce == 0 message " Amulet is full" 2 set fulldoonce to 1 endif End
  9. Is there a way to get which spell is currently being cast? And not just which spell is equipped, because I want make it so that activating an ayleid well or using welkstone causes an if statement to run in an object script. Something like this for eg If player.IsCasting fingerofthemountain == 1 Set etc, etc to etc, etc endif I know IsCasting only returns whether reference is casting or not, I want to return when the actor cast a specific spell.
  10. The script is supposed to turn the user gold, it is a standard effectshader script and even works with vanilla effectshaders but as soon as I modify a shader to get the gold look or do anything to alter them for that matter it the shader part of the spell stops working and I can't figure out why and thought someone here might point me in the right direction.
  11. I have no fix for your issue but have you checked it out in game yet? because sometimes the the way the CS displays something is not how it looks in game. My CS started doing that suddenly and I didn't know so all my models and animation looked messed up in the CS until I gave up, months latter while playing the game I realized that everything was fine, (still messed up in the CS though). This however may or may not be your case.
  12. I'm looking for this mod that was posted a few years back it was a sword that I believe changed color depending on which spell you had equipped I believed it changed enchantment too but I'm not sure. Does anyone know what I'm looking for? if you do your help would be much appreciated.
  13. Well I uploaded the mod yesterday I called it elemental staves. Although I really wanted it in there I left out the part about draining sneak from the mod as no matter what I tried it simply did not work, though its still in the fire staff script just its hidden with semi colons. Besides that it works great, so if anyone wants to see the script in action you know what to do. I'm gone.
  14. Alas once again my script isn't working, with the help of forli I wrote an amazing script (amazing to me anyways) something I would have had no idea how to do a month ago and after that was pleased with my work but then I thought why not make at least a halfway decent looking staff to go with it and so I did as you can see here So the staff glows now and glow in the dark weapons are not stealthy so the idea that you're sneaking through the darkness with a glowing stick on your back and yet no one sees you is a bit of a immersion breaker, so I added this set light to firestaffuser.GetActorLightAmount if light < 25 if firestaffuser.HasSpell Glow == 0 firestaffuser.AddSpell Glow endif endif if light => 25 if firestaffuser.HasSpell Glow == 1 firestaffuser.RemoveSpell Glow endif endif Message "Player's light %.2f " light The spell is glow an ability that drains sneak 20 pts I put the sensor just for testing purposes only and would be removed along with all other messages The light sensor and display message work fine but the part that adds the spell does not. Once light reaches <25 it takes about a minute before the message that the spell was added randomly shows up but when I look at the active effects tab it isn't there. I understand that when there are a lot of messages they get queued and sometimes the message that is being displayed is lagging way behind what operation the script is currently on but all other spells are added just fine so I believe its something I'm doing wrong. The full script ScriptName ElementalFireStaffScript Short firepowered short firerecharge ref firestaffuser Float light Begin OnEquip Set firestaffuser To GetContainer If GetCurrentCharge >= 125 Message "minimum charge check" 1 If GetIsCurrentWeather OblivionStormTamriel ;|| OblivionStormTamrielMQ16 ;|| OblivionDefault || OblivionElectrical || OblivionMountainFog || OblivionSigil || OblivionStormOblivion firestaffuser.AddSpell FireStaffOblivionShield firestaffuser.AddSpell FireStaffOblivionSpell firestaffuser.AddSpell FireStaffOblivion If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffOblivionSpell endif Else firestaffuser.AddSpell FireStaffSpell firestaffuser.AddSpell FireStaffShield firestaffuser.AddSpell FireStaffOblivion If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffSpell endif Message "Fire ITEMS ADDED" 1 endif endif If firepowered == 1 Set firepowered to 2 Message "firepowered equip check" 1 endif End Begin GameMode If firestaffuser if IsEquipped If GetCurrentCharge <= 125 if firerecharge == 0 firestaffuser.RemoveSpell FireStaffSpell firestaffuser.RemoveSpell FireStaffShield firestaffuser.RemoveSpell FireStaffOblivion firestaffuser.RemoveSpell FireStaffOblivionSpell firestaffuser.RemoveSpell FireStaffOblivionShield set firerecharge to 1 endif endif If GetCurrentCharge >= 125 if firerecharge == 1 If firestaffuser.IsInOblivion elseIf GetIsCurrentWeather OblivionStormTamriel ;|| OblivionDefault || OblivionElectrical || OblivionMountainFog || OblivionSigil || OblivionStormOblivion firestaffuser.AddSpell FireStaffOblivionShield firestaffuser.AddSpell FireStaffOblivionSpell firestaffuser.AddSpell FireStaffOblivion If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffOblivionSpell endif Else firestaffuser.AddSpell FireStaffSpell firestaffuser.AddSpell FireStaffShield firestaffuser.AddSpell FireStaffOblivion If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffSpell endif Message "Fire staff is alive" 1 set firerecharge to 0 endif endif endif if firepowered == 1 if firestaffuser.GetEquipped ElementalFireStaff == 1 If GetIsCurrentWeather OblivionStormTamriel == 0 ;|| OblivionStormTamrielMQ16 || OblivionDefault || OblivionElectrical || OblivionMountainFog || OblivionSigil || OblivionStormOblivion == 0 Message "no power" 1 firestaffuser.RemoveSpell FireStaffOblivionShield firestaffuser.RemoveSpell FireStaffOblivionSpell firestaffuser.AddSpell FireStaffSpell firestaffuser.AddSpell FireStaffShield SetEnchantment ElementaFireStaffEnchantment ElementalFireStaff If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffSpell endif Set firepowered to 0 Message "Powered set to 0 NORMALITY RETURNED" 1 endif endif endif if firepowered == 0 || 2 if firestaffuser.GetEquipped ElementalFireStaff == 1 If GetIsCurrentWeather OblivionStormTamriel ;|| OblivionStormTamrielMQ16 || OblivionDefault || OblivionElectrical || OblivionMountainFog || OblivionSigil || OblivionStormOblivion Message "fire power" 1 firestaffuser.RemoveSpell FireStaffSpell firestaffuser.RemoveSpell FireStaffShield firestaffuser.AddSpell FireStaffOblivionShield firestaffuser.AddSpell FireStaffOblivionSpell SetEnchantment ElementaFireStaffOblivionEnchantment ElementalFireStaff firestaffuser.AddSpell RechargeWeaponAbility If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffOblivionSpell endif set firepowered to 1 Message "Powered set to 1 Oblivion ITEMS ADDED" 1 endif Endif endif set light to firestaffuser.GetActorLightAmount if light < 25 if firestaffuser.HasSpell Glow == 0 firestaffuser.AddSpell Glow endif endif if light => 25 if firestaffuser.HasSpell Glow == 1 firestaffuser.RemoveSpell Glow endif endif Message "Player's light %.2f " light endif endif End Begin MenuMode if IsEquipped If GetCurrentCharge >= 125 if firerecharge == 1 If GetIsCurrentWeather OblivionStormTamriel ;|| OblivionStormTamrielMQ16 || OblivionDefault || OblivionElectrical || OblivionMountainFog || OblivionSigil || OblivionStormOblivion firestaffuser.AddSpell FireStaffOblivionShield firestaffuser.AddSpell FireStaffOblivionSpell firestaffuser.AddSpell FireStaffOblivion If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffOblivionSpell endif Else firestaffuser.AddSpell FireStaffSpell firestaffuser.AddSpell FireStaffShield firestaffuser.AddSpell FireStaffOblivion If firestaffuser.GetIsReference PlayerRef SelectPlayerSpell FireStaffSpell endif Message "Fire staff is alive" 1 set firerecharge to 0 endif endif endif endif end begin OnUnEquip firestaffuser.RemoveSpell Glow firestaffuser.RemoveSpell FireStaffSpell firestaffuser.RemoveSpell FireStaffShield firestaffuser.RemoveSpell FireStaffOblivion firestaffuser.RemoveSpell FireStaffOblivionSpell firestaffuser.RemoveSpell FireStaffOblivionShield Message "Fire ITEMS REMOVED" 1 End
  15. It's done!, thanks for your help Forli the script or scripts (as I should say because I still had to resort to using an automatically applied ability to recharge the staff) are working just as I want them to in game. The tips were helpful and saved me from several potential issues, I added a section to deal with the staff being recharged outside of menu mode, I didn't include it initially because I thought items could only be recharged in menu mode but I think a lot of mods do that and I can't remember but varla stones as well. I still don't understand how a script can be broken forever, and when you say forever what do you mean? once the script is complied and saved by the construction set? when it's loaded in to the game? or when it is save during game play. I think I'm going to create a shock and a fire staff as well using same scripts saving on a new esp will the recharge still not work? Any how as my first scripted mod I'm pleased with the result and may be releasing it soon again thank for help. These are the scripts Beside helpful feedback from others I'm putting these up to help others as that is how I am learning. The staff ScriptName ElementalIceStaffScript Short powered short recharge ref user Begin OnEquip Set user To GetContainer If GetCurrentCharge >= 125 Message "minimum charge check" 1 If GetIsCurrentWeather Snow user.AddSpell IceStaffBlizzardShield user.AddSpell IceStaffBlizzardSpell user.AddSpell IceStaffBlizzard If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffBlizzardSpell endif Else user.AddSpell IceStaffSpell user.AddSpell IceStaffShield user.AddSpell IceStaffBlizzard If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffSpell endif Message "ICE ITEMS ADDED" 1 endif endif If powered == 1 Set powered to 2 Message "powered equip check" 1 endif End Begin GameMode If user if IsEquipped If GetCurrentCharge <= 125 if recharge == 0 user.RemoveSpell IceStaffSpell user.RemoveSpell IceStaffShield user.RemoveSpell IceStaffBlizzard user.RemoveSpell IceStaffBlizzardSpell user.RemoveSpell IceStaffBlizzardShield set recharge to 1 endif endif If GetCurrentCharge >= 125 if recharge == 1 If GetIsCurrentWeather Snow user.AddSpell IceStaffBlizzardShield user.AddSpell IceStaffBlizzardSpell user.AddSpell IceStaffBlizzard If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffBlizzardSpell endif Else user.AddSpell IceStaffSpell user.AddSpell IceStaffShield user.AddSpell IceStaffBlizzard If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffSpell endif Message "Ice staff is alive" 1 set recharge to 0 endif endif endif if powered == 1 If GetIsCurrentWeather Snow == 0 Message "no power" 1 user.RemoveSpell IceStaffBlizzardShield user.RemoveSpell IceStaffBlizzardSpell user.AddSpell IceStaffSpell user.AddSpell IceStaffShield SetEnchantment ElementaIceStaffEnchantment ElementalIceStaff If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffSpell endif Set powered to 0 Message "Powered set to 0 NORMALITY RETURNED" 1 endif endif if powered == 0 || 2 If GetIsCurrentWeather Snow Message "snow power" 1 user.RemoveSpell IceStaffSpell user.RemoveSpell IceStaffShield user.AddSpell IceStaffBlizzardShield user.AddSpell IceStaffBlizzardSpell SetEnchantment ElementaIceStaffBlizzardEnchantment ElementalIceStaff user.AddSpell RechargeWeaponAbility If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffBlizzardSpell endif set powered to 1 Message "Powered set to 1 BLIZZARD ITEMS ADDED" 1 Endif endif endif endif End Begin MenuMode if IsEquipped If GetCurrentCharge >= 125 if recharge == 1 If GetIsCurrentWeather Snow user.AddSpell IceStaffBlizzardShield user.AddSpell IceStaffBlizzardSpell user.AddSpell IceStaffBlizzard If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffBlizzardSpell endif Else user.AddSpell IceStaffSpell user.AddSpell IceStaffShield user.AddSpell IceStaffBlizzard If user.GetIsReference PlayerRef SelectPlayerSpell IceStaffSpell endif Message "Ice staff is alive" 1 set recharge to 0 endif endif endif endif end begin OnUnEquip user.RemoveSpell IceStaffSpell user.RemoveSpell IceStaffShield user.RemoveSpell IceStaffBlizzard user.RemoveSpell IceStaffBlizzardSpell user.RemoveSpell IceStaffBlizzardShield Message "ICE ITEMS REMOVED" 1 End The recharge spell scriptname RechargeWeapon float MaxCharge ref staff Begin ScriptEffectStart set staff to GetEquippedObject 16 Set MaxCharge to GetObjectCharge staff SetEquippedCurrentCharge MaxCharge 16 End begin ScriptEffectUpdate dispel RechargeWeaponAbility end Begin ScriptEffectFinish End
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