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Xcelcio

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  1. Yes, i see what you're trying to say. Point taken. So the spell would just summon / banish the activator object, while the dummy does the job. It seems promising :D Thanks grmblf.
  2. @Ragna Oh right, that would work too :rolleyes: , again thanks. @grmblf I was thinking the first one "it inflicts damage as long as you wish to keep your stats drained". After reading posts here (and further tinkering with the script) I realized you're pointing that there is a problem in the "target" -"How do you plan to make a 'damage area' spell lasting until you toggle again the spell?", by grmblf -"You are not on fire until the fire-ball hits you.", by Pronam So how bout making a "dummy" invisible actor/object (collision off and scaled down/reduced in size perhaps) which would be called by the script, AND follow the PC around 'till dismissed, to be the dummy target for activating the "area damage". (The dummy actor/object would be the one targeted and emits damage) You think it's more plausible? *P.S. I'd like to say that I'm really grateful and honored by your comments/suggestions, thank you for keeping up with a n00b like me =p. Please keep it coming!!! :biggrin:
  3. How 'bout making 1 spell and 2 abilities; The spell would have two script, one touch and one self - and one of the ability is for PC the other one is for enemies. If the respective actor don't have the ability when the spell is casted ( touch script would check enemies and self script would check self ) the respective ability - scripted damage - would be added to the actor(s), and vice versa. You think its workable? Thanks
  4. I tried GetPlayerSpell , but it returns the objectID of the player's current spell, not whether a specific spell is active or not. Seems IsSpellTarget is more likely to be it. What do you think? Thanks.
  5. Err, Actually I've looked through that list........... Apparently I've missed that, too many "Get" functions :blink: Thanks a lot mate.
  6. Great, that explains bout the first part. Thx mate. I'll be sure to mention your name. Now I'm still lost about the second part. I was thinking something like "get spell status", is there such kind of function? i.e. it returns 0 for spell currently not active and 1 for spell currently active (or vice versa) so that I can set the script to kick in if it returns 0 and set it to stop if it returns 1 (again - or vice versa =p ) Anyone? Thanks. Edit: "get script status" would also work <-- self explanatory, just replace the spell with script in the above paragraph :)
  7. I recently found DesuChan's Persocom Reloaded and after playing it for a while I got an idea for a custom scripted spell. I was planning to call it "Overload". Probably the name gives it away, but what I want is a toggle-able spell (lesser power) that drains PC's health, magicka, and fatigue; and emits damage to the surrounding area. The magnitudes of the spell would be in direct proportion to the PC's health, magicka, and fatigue (probably modified by some constant). I tired a bit for myself, but soon came crashing down :wallbash: . By using GetAV I can get the health, magicka, and fatigue, but I am unsure how to use that new variable as a spell magnitude. Probably SetNthEffectItemMagnitude ? But I have no idea how to use that function. :( And secondly I am totally clueless on how to make this spell toggle-able/sustainable/maintainable (whatever it is called; so when i cast the spell the script would kick in and drain from PC and do the damage per [some amount of time (real time preferably)] until I re-cast the spell to deactivate the script or till PC dies. Currently using OBSE 18betav4 and OBMM. And I don't know whether this has something to do or not, but I don't use OOO. Credits would go to anyone that helps. I don't mind being just an inspirator. :thanks: anyway.
  8. Great Mod, simply love it. But I can't get the voice to work properly... T_T Any ideas?
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