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freemodspls

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  1. Even though the power of sunlight is minor, I think it would be cool to be able to hurt vampires with the aura of my light spell. Also if I had a high Illusion skill the intensity of the light damage could amplify!
  2. Shooooooot How can I prevent the spell from boosting my Destruction Skill if it doesn't register a target? I noticed I was getting skill points even when the spell "failed" to register a target. I thought of removing the spell school of my SpellID but I still want it to show in the Destruction Page of my spell book. Is it possible to maybe force it into that page from my Quest Script?
  3. Thank you, it's works beautifully. I love you all, & you can bet you'll be seeing more of me!
  4. Hey thanks that fixed it. I set a ref and some handy if checks, to toggle my IActivatePickLength value. It just doesn't seem to work. lol way. too. complicated. here's the script, i probably made a dumb mistake or something.
  5. I couldn't stop myself from trying. I made a new ability to control my SnapFlame parameters and casting the spell (self range) purely should initiate the spell script and apply an ability like so: scn xoSnapFlameNoviceScript short index ref SFTarget short Targetlocked Begin ScriptEffectStart set index to GetScriptActiveEffectIndex If IsActor == 0 || GetDead == 1 DispelNthActiveEffect index return endif End Begin ScriptEffectUpdate If playerRef.GetCrossHairRef.IsActor == 0 && Targetlocked == 1 Return elseif playerRef.GetCrossHairRef IsActor == 1 && HasMagicEffect SNPFL == 0 set xoSpellBookQuest.SnapFlameMag to 3 set xoSpellBookQuest.SnapFlameDur to 20 set xoSpellBookQuest.SnapFlameTarget to playerRef.GetCrossHairRef Set SFTarget to playerRef.GetCrossHairRef SFTarget.AddSpell xoSnapFlame SetNumericGameSetting IActivatePickLength 150 Set Targetlocked to 1 Return elseif playerRef.GetCrossHairRef.IsActor == 0 && Targetlocked != 1 SetNumericGameSetting IActivatePickLength 1000 Return endif End Begin ScriptEffectFinish SetNumericGameSetting IActivatePickLength 150 Set Targetlocked to 0 End 1) I get a syntax error, "Invalid Reference Syntax" for the very first line using GetCrossHairRef. Same error if I use Player.GetCrossHairRef instead of playerRef.GetCrossHairRef. If I completely remove the reference, because GetCrossHairRef should only reference the player, I get a different Error. "Unknown referenced object GetCrossHairRef." There is nothing on the internet that really explains how to use that function but it seems like the key to my problems.
  6. Yep it was bad math, THIS achieves something like I was looking for: Set Tpercent to Magnitude* (SFtimer * 2 / Duration) Set Damage to ((100 - GetAV ResistFire)/200) * (sqrt Tpercent * Magnitude) Now at this point I believe I am at my limit. 1) I can't override the SNPFL magic effect duration that is given in casted spell's Duration Variable. Okay fine. 2) Even tho the spell effect can be canceled in the code, the player still attempts to cast because the spell is set to 0. Okay fine I'll put a hard spell cost. 3) Ideally the player would cast the spell without extending his arm, the idea of this spell is *snaps fingers* & the target enemy spontaneously catches on fire. I wish I could set the spell to self so I could at least settle with the raised fist and pretend he's doing a finger snap or something. Thanks a ton! Here's the final script if anyone wishes to play with fire:
  7. I just want to reiterate how thankful I am for your assistance, & follow by saying you were right & that did stop the affect on dead actors. I realized something with OBME is causing the level 1 flare spell to one shot mobs on max difficulty. I guess I cant really do anything about that... But also even with those last given changes the script still costs nothing and deals no damage. I suppose its just bad math on my part.
  8. Did more play testing and I noticed that my level 1 Flare spell ( the default given to every player ) is one shotting rats at max difficulty. I didn't touch the spell and I even turned off all of my plugins and noticed its doing the same. I recognized this as wrong, and verified, it does not one shot at full difficulty for other people. SO maybe reinstalling my game will somehow magically fix things?
  9. hum so I finally play tested some and got less than expected results.... The current code for the first spell Snap Flames so to break it down... Calling Player.ModAV2 Magicka does nothing it seems if the SpellEffect has zero cost?? Set SpellCost to (1.4 - 0.012 * Player.GetAV Destruction) * (16) This should spend about 21 Magicka at level 1 with 5 Destruction Skill, but it's costing zero and on top the spell is doing zero damage. I figure this is due to the actual spell is set to have zero cost and zero damage because I expected all of that to apply from the script. but wtf it's just zero. Also it ignores the GetDead checks and sets corpses on fire.... Once again the desired effect should be a dynamic spell cost and the damage should ramp up over the duration of the spell. It should still cost magicka unless the target is a nonactor or dead. I also would like the cast animation to be a self cast if I'm forced to have one, but that only sets the player on fire. EVEN if I do GetCrosshairRef. Do I need my spell to activate an ability and then put my script in that?
  10. Okay I still have yet to playtest haha but I will try GetSelf, I am inclined to believe you're right. As far as the second script, the xoReboundHarm spell gives the player 100% Reflect Damage and 100% Reflect Magic with a duration of 1200 seconds. I created a unique MagicEffect called REBO Rebound Harm, which is pretty much identical to Reflect Magic. When cast the player reflects all harm & their magicka begins to drain at a rate that will eventually be determined by the player's Mysticism skill. Having a base of 30 Mysticism and 90 Magicka should equal about 1.5 seconds, but I haven't figured out my formula quite yet. The spell will only drain, at maximum, the amount of Magicka the player had at the initial cast, that way I can use potions and cast other spells without having to change spells to toggle the ability off. If HasMagicEffect REBO == 0 return elseif GetAV Magicka < CostpTick || MagSpent >= InitMag || RHtimer >= Duration Player.Dispel xoReboundHarm endif So basically the spell will stop if the player is out of magicka, spent the initial quantity, or the spell has lasted the fixed max duration (per spell tier, novice, apr, journeym, exp, mast). Additionally, by putting this in my start block: If HasMagicEffect REBO == 1 Player.Dispel xoReboundHarm endif If the player already has the active effect, recasting should toggle the ability off, to save from spending more magicka. Theoretically it should work as intended unless casting the spell immediately changes HasMagicEffect REBO from 0 to 1 & therefore always does absolutely nothing lmao. & if that's the case then I've solved nothing...
  11. I want a script that would allow the player to walk through other actors, similar to tcl/toggle no clip/ SetDisableGlobalCollision. I still want the player to collide with the environment, be affected by gravity, and be able to jump or run around as normal. The only difference would be the ability to phase through other creatures. Unfortunately it seems this is likely impossible... I also have considered altering the player's bounding box, so that it is very small at their feet, so that I could at least create the illusion that you can phase through other creatures. Perhaps someone could explain how to use GetBoundingBox?
  12. Okay I figured out the magicID haha I actually ended up needing OBME, it was exactly what I needed so thank you for pointing me in that direction! In regards to using GetSelf vs GetCrossHairRef I think I need to use GetCrossHairRef because my spell is not a projectile. I want it to be instantaneous on my target regardless of range. Ontop of that I want them to visibly catch on fire & I think I either need to use a fire magic effect on my spell or use Addflames? However, here is another spell I put together with OBME, for the sake of clarity, it SHOULD function to toggle the spell effect on the player whenever the spell is cast whilst the effect is active. The solution I needed was ref.Dispel MagicID. And of course I needed OBME to in order to create my own Magic Effect.
  13. Hello qwertyasdfgh thank you for the response! I'm not really sure what MagicID is either! I pulled it from this page of the wiki for the IsSpellTarget function. 1) I run "set Target to GetCrosshairRef" purely because that was what was recommended to me in the first response above, and elsewhere... I suppose the lines are interchangeable? I'm not really sure what difference it makes except I want to be positive I can cancel the spell effect as long as Target.IsActor == 0. Thanks for the tip about storing the target ref too, that's good to know. 2) That article is pretty confusing as a novice, essentially using your script for every unique magic effect script will prevent my save files from corrupting? Is it necessary if I'm not using OBME? Or should I just to be compatible with other mods incase other users want to play my mod? 3) Sounds like solid advice. 4) & the ForceAV command was intentional, my logic was that if I used ForceAV I could override any other effect that would boost the targets Confidence such as spells/potions/enchantments. But I suppose I could ModAV -1000? or would that just lock it to 0? 5) That string I think was supposed to actually be "If Target.IsSpellTarget xoSnapFlame == 1". Basically I want to completely halt the script if the Target already has the spell debuff in effect. I appreciate your input!
  14. Sorry for the spam, I THINK that I got it so here is my current script with use of IsSpellTarget. What I'm not sure of is: Am I using the right MagicID? I intend to use this Magic Effect script for multiple Tiers of spells so I hope that even though those spells are different names they use the same Effect aka MagicID?
  15. If IsMagicEffectOnTargetAllowed == 0 return If IsMagicEffectOnTargetAllowed == 1 set IsMagicEffectOnTargetAllowedC == 0 Endif Perhaps something similar to this? Or will recasting the spell just automatically refresh the duration of my spell? lol obviously I haven't begun play testing just yet...
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