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cjhorberg

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Everything posted by cjhorberg

  1. Hello Everyone I just have a question regarding spell scripting. I am trying to create a spell which contains a scripted effect which calculates how encumbered the character is as a percentage of maximum encumbrance. I have this sorted out so far. Then I want the spell to modify the magnitude of a "drain attribute" spell that is effecting the character, so that the more you are carrying, the more the spell drains your speed. I was trying to do this by having a spell called something like "Encumbrance effect" that has both a Script effect item and a Drain attribute effect item, and have the script effect modify the value of the Drain attribute effect in the same spell. I was trying to use "SetNthEffectItemMagnitude" to change the magnitude of the Drain Attribute spell effect, but this requires me to refer to the particular spell (in this case, the spell called "Encumbrance Effect"), but I don't know how to access it... Now that I think about it, is it even possible to effect the magnitude of a spell differently on different NPCs? Cheers
  2. I happened to stumble across the answer myself. http://www.gamesas.com/obtain-onhit-reference-t51050.html
  3. I'm working on a mod in which I wanted to include an effect that overhauls archery by slowing the movement speed on whoever is drawing a bow. I know the bare basics of scripting but I do not know where to start working to achieve this effect. Any help would be greatly appreciated.
  4. Hi! I'm working on a mod that adds a few new NPCs to the game, and trying to make it so that they escape when the guards starts attacking them. I'm pretty new to scripting but I'm wondering if there is a way to access the triggering reference of a starting block. So if we have this for example Begin onHit if ("*the guy who just hit you*").IsGuard == 1 forceflee endif End I want to somehow access the triggering reference of a starting block. Is it even possible? If there is another way of doing it, could you explain it for me please? Any help is appreciated. Eventually I would like this to include trigger zones, so that if a guard enters a certain area, the NPC will be disinclined to attack you, for example.
  5. PS. Just as you can say isActionRef under a Begin onActivate block, only that I want to use it under the onHit block.
  6. Hi! I'm working on a simple mod which just adds some new NPCs in the game. I'm trying to make them act realistically to guards by making them flee when a guard hits them or enters combat with them. I was trying to do this by using the -Begin OnHit- thing, and then say something like "if attacker.IsGuard ==1 then forceav confidence 0", something simple like that. My problem is that I don't know how to extract any information from the OnHit block. How to I get the reference of the attacker? I know that you can say "Begin OnHit Player" if you only want the block to run when a player attacks the object, but I want to do this in a versatile way, so that my custom NPC can react differently depending on properties that it extracts from the attacker.
  7. I have simple mod request that I've been looking for. I would love to see someone make spell effect a bit less powerfull. It has always bothered me that everytime there is a large angagement it is nearly impossible to see what is going on in the fight due to the impenetrable cloud of all those healing spells that glow your eyeballs to raisins, if someone where to make a mod that just makes all those spell effecs a bit more translucent and perhaps remove the lightining effects that come with it, i think the large engagements could be a lot more pleasing for the eye or at least sufferable as opposed to that they are now.
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