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sp4rkfist

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  1. Thanks PhilTheGamer1111, but alas it's didn't work. However, your suggestion to check The Targe of the Blooded gave me the idea to check other existing items, and finally lead me to this. http://elderscrolls.wikia.com/wiki/Dawnguard_Rune_Hammer That hammer have script I've been looking for. With little bit modification, here is the working script. Scriptname BashAttackSpell extends activemagiceffect spell property magicSpell1 auto spell property magicSpell2 auto spell property magicSpell3 auto spell property magicSpell4 auto spell property magicSpell5 auto spell property magicSpell6 auto spell property magicSpell7 auto EVENT OnEffectStart(Actor target, Actor caster) if(caster == game.getPlayer()) if(RegisterForAnimationEvent(game.getPlayer(), "bashExit") == true) debug.trace("bashExit registered") endif endif ENDEVENT EVENT OnAnimationEvent(ObjectReference akSource, string asEventName) if(asEventName == "bashExit") Debug.trace("Arcane wrath!!!") magicSpell1.cast(game.getPlayer()) utility.wait(0.100000) magicSpell2.cast(game.getPlayer()) utility.wait(0.100000) magicSpell3.cast(game.getPlayer()) utility.wait(0.100000) magicSpell4.cast(game.getPlayer()) utility.wait(0.100000) magicSpell5.cast(game.getPlayer()) utility.wait(0.100000) magicSpell6.cast(game.getPlayer()) utility.wait(0.100000) magicSpell7.cast(game.getPlayer()) utility.wait(0.100000) game.getPlayer().damageAv("magicka", 25) endIf ENDEVENT EVENT OnUnload() UnregisterForAnimationEvent(game.getPlayer(), "bashExit") ENDEVENT
  2. Thanks for the responses PhilTheGamer1111 and DMan1629, alas "Apply Bashing Spell" cant generate projectiles since it's only apply spells delivered by contact. What I'm really looking for is the way to generate shockwave like unrelenting force on bash. The script above is works for power attack, but I can't find correct animation event / variables for regular bash attack.
  3. I mean, it's totally works on power attack. Scriptname PowerAttackSpellMultipleScript extends activemagiceffect spell property magicSpell1 auto spell property magicSpell2 auto spell property magicSpell3 auto spell property magicSpell4 auto spell property magicSpell5 auto spell property magicSpell6 auto spell property magicSpell7 auto function OnUnload() self.UnregisterForAnimationEvent(self.GetTargetActor() as objectreference, "weaponSwing") endFunction function OnEffectStart(Actor target, Actor caster) if caster == self.GetTargetActor() if self.RegisterForAnimationEvent(self.GetTargetActor() as objectreference, "weaponSwing") == true debug.trace("weaponSwing registered", 0) endIf endIf endFunction function OnAnimationEvent(objectreference akSource, String asEventName) bool PowerAttack = Game.GetPlayer().GetAnimationVariableBool("bAllowRotation") RegisterForSingleUpdate(0.5) If PowerAttack == True debug.trace("the RUNE of me... get it?", 0) magicSpell1.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell2.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell3.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell4.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell5.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell6.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell7.Cast(self.GetTargetActor() as objectreference, none) self.GetTargetActor().damageAv("magicka", 30 as Float) endIf endFunction However, I still have no idea how to make it works on bash attack.
  4. Here what I got so far : Scriptname BashAttackSpell extends activemagiceffect spell property magicSpell1 auto spell property magicSpell2 auto spell property magicSpell3 auto spell property magicSpell4 auto spell property magicSpell5 auto spell property magicSpell6 auto spell property magicSpell7 auto ObjectReference Pcaster Actor RuneShield function OnUnload() self.UnregisterForAnimationEvent(self.GetTargetActor() as objectreference, "BashAttack") endFunction function OnEffectStart(Actor target, Actor caster) if caster == self.GetTargetActor() if self.RegisterForAnimationEvent(self.GetTargetActor() as objectreference, "BashAttack") == true debug.trace("BashAttack registered", 0) endIf endIf endFunction function OnAnimationEvent(objectreference akSource, String asEventName) bool BashAttack = Game.GetPlayer().GetAnimationVariableBool("bAllowRotation") RegisterForSingleUpdate(0.5) If BashAttack == True debug.trace("the RUNE of me... get it?", 0) magicSpell1.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell2.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell3.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell4.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell5.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell6.Cast(self.GetTargetActor() as objectreference, none) utility.wait(0.100000) magicSpell7.Cast(self.GetTargetActor() as objectreference, none) self.GetTargetActor().damageAv("magicka", 30 as Float) endIf endFunction It's still won't works, can someone correct me? Thanks in advance.
  5. https://community.bethesda.net/thread/32339 "Uploading mods to Bethesda.net requires Fallout 4 ownership via a Steam-linked Bethesda.net account" Looks like Bethesda have nice solution to prevent mod theft further.
  6. In response to post #39493020. #39493465, #39494175, #39494320, #39494820, #39495215, #39495510, #39495745, #39495875, #39496060, #39496080, #39496750, #39496960, #39497070, #39497535, #39497750, #39498490, #39498745, #39498845, #39501930, #39503535, #39506700, #39516610, #39516730, #39517310, #39517400, #39517485, #39517610, #39518085, #39518800, #39519385, #39522080, #39522150 are all replies on the same post. 4 posts, zero endorsement.
  7. In response to post #39507270. #39507355, #39507735, #39512260 are all replies on the same post. Bump.
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