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About MasterBobcat
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LE Making chicken drop egg when punched?
MasterBobcat replied to Jokerine's topic in Skyrim's Creation Kit and Modders
This script will get you the base of what you want, although you could tweak it for preference. Note that you'll need to link the Egg to the specific ingredient you want through the Properties menu after attaching the script. ===================================== Scriptname ChickenDropsEggWhenPunched extends ObjectReference ; THIS SCRIPT IS ATTACHED TO A CHICKEN ; WHEN THE PLAYER PUNCHES THE CHICKEN, IT DROPS AN EGG. Ingredient property Egg auto Event OnHit( ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) If(( akAgressor == ( Game.GetPlayer() as ObjectReference )) && ( akSource as Weapon )) If(( akSource as Weapon ).GetWeaponType() == 0 ) Self.PlaceAtMe( Egg, 1 ) EndIf EndIf EndEvent -
I'd like to suggest that you include a review of your hosted Advertisements, as well. Several times, my antivirus has alerted on a hosted Ad. There are cyber threat intelligence feeds (some free, some paid) that can provide dynamic updates of IPs and URLs of known malicious sites. I'd recommend that you examine ways to integrate some of those feeds into a filter to keep known malicious sites from presenting Ads.
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AOE spell & IsHostileToActor problem...
MasterBobcat replied to diamondoptic's topic in Skyrim's Skyrim LE
Most hostile spells have a flag set in the Magic Effect that states it's a Hostile effect. If an NPC is hit by a hostile effect, even if it does no damage, they become hostile. -
Trigger a script when a spell is cast?
MasterBobcat replied to Nekoyoubi's topic in Skyrim's Skyrim LE
I've been able to do this by creating two spells. SPELL2 is the eventual effect that I want cast, and I give it a 0 mana cost. The SPELL1 contains only a single MagicEffect, which is a script: MiscObject property ITEMCOST auto ;THIS IS THE ITEM THAT GETS REMOVED Spell property SPELL2 auto ;THIS IS THE SPELL THAT I ACTUALLY WANT CAST Event OnEffectStart(Actor myTarget, Actor myCaster) If(Game.GetPlayer().GetItemCount(ITEMCOST) >= 5) Game.GetPlayer().RemoveItem(ITEMCOST, 5) SPELL2.Cast(myCaster, myTarget) Else Debug.Notification("You don't have the items required to cast this spell") EndIf EndEvent