Cipscis Posted March 1, 2009 Share Posted March 1, 2009 GetContainer won't do anything in an Effect Script, as the Effect doesn't have a container. Instead, you'll want to use implied reference syntax like so:scn KillerTokenAoEEffectScript Begin ScriptEffectStart if IsKiller JessiREF ShowMessage TestID elseif IsKiller LoxKelseyREF ShowMessage TestID2 endifKeep in mind that checking IsKiller this way will cause ShowMessage (in this case) to be called many times in a row as you are not leaving a token on the Actor to record the fact that it has been checked. Cipscis Link to comment Share on other sites More sharing options...
Vortaka Posted March 1, 2009 Author Share Posted March 1, 2009 Told you my computer was laughing at me! (I'm kidding, I'm kidding, I'm not that crazy!). I wrote the exact code in your last reply... If I don't put the ShowMessage in the "condition", it works ok... But as soon as I put it in the conditions, it just doesn't show... It's, like, a conspiracy! :P So, maybe JessiREF I thought? It seems that it's use as "the reference" for the NPC Jessi, so I'd guess she's not the problem... She's already use for the teleportation spell (JessiRef.moveto Player) and use more then once in her own script... And, here again, if I "iskiller (jessihex)" is gives me 1... Vortaka (Do you have problems with the forum too, I'd ask? ISP error or something? Is it all or just me?) Sometime I add to know before too... It seems that it is possible, even if GECK is open, to play the game with mods on... (I use too much microsoft junk who LOCK the files... :P ) Addon: Seems that my reference, JessiRef, is flawed... I tested it on "player" and it works like a charm... With Jessi, it was if rContainer.IsKiller JessiREF ShowMessage TestID, else ShowMessage TestID2. I never saw TestID... Link to comment Share on other sites More sharing options...
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