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VulcanTR

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Hello everyone. Why my weapon damage not increases +2 when you wear this item? It is working when you give it as object effect. But i don't want to give "magical tag" to all gloves, gauntlets, bracers etc etc.

 

Is there a way to give specific items to attributes? It can be shown in magical effect. But i want to see it as "normal" item. Is it possible?

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So to clarify, your goal is while these gaunts are worn you have +2 damage

 

Edited since I am a noob. I forgot the values in this example are skills not damage right? Anyway just an option you could use via OnEquipped. Add whatever bonus you like when worn, then revoke said bonus when taken off. Dont have to worry with conditions really either this way since its on the gauntlets directly

 

 

Attach a script similar to this to the armor

 

ScriptName WhateverBonusFileName Extends ObjectReference

 

Event OnEquipped(Actor Wearer)
Wearer.SetActorValue("OneHanded",Wearer.GetActorValue("OneHanded") + 2.0)
Wearer.SetActorValue("TwoHanded",Wearer.GetActorValue("TwoHanded") + 2.0)
EndEvent

Event OnUnequipped(Actor Wearer)
Wearer.SetActorValue("OneHanded",Wearer.GetActorValue("OneHanded") - 2.0)
Wearer.SetActorValue("TwoHanded",Wearer.GetActorValue("TwoHanded") - 2.0)
EndIf
EndEvent

 

Might be more appropriate to do a BaseActorValue calculation instead here or other adjustments. But basically this approach could be a good solution for you. You might prefer another route but thought I'd mention since you have been messing with this a bit now. Good luck

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Hello my friend. Sadly i don't understand anything because i don't have any knowledge about scripts :( Check the picture i was shared. I am workin on objects only :(

Can you tell me step by step how can i do that?

I just want to make this one "if players wears items that includes X tag, i want to give them an ability that increases attack damage +2"

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  • 3 weeks later...

Sry forgot about this topic then saw you posted another. Sounds like you have a kinda niche project thats stumping you. I was close on the actorvalue. Its "OneHandedMod" and "TwoHandedMod" "UnarmedDamage" etc that you can adjust to up your values while xyz is worn

 

The "no magic" law you have rly makes this harder than it should be tho :\

 

If you check the CK for Fallout games, they too have a "Magic Effect" section despite being very not magic-based. Its arbitrary. Prolly a way to do it without scripts but yeah thats by far the easiest route if you were to pick up some basics. Scripts are ez just play with them a little

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Sry forgot about this topic then saw you posted another. Sounds like you have a kinda niche project thats stumping you. I was close on the actorvalue. Its "OneHandedMod" and "TwoHandedMod" "UnarmedDamage" etc that you can adjust to up your values while xyz is worn

 

The "no magic" law you have rly makes this harder than it should be tho :\

 

If you check the CK for Fallout games, they too have a "Magic Effect" section despite being very not magic-based. Its arbitrary. Prolly a way to do it without scripts but yeah thats by far the easiest route if you were to pick up some basics. Scripts are ez just play with them a little

 

No problem. I have already solved it by myself by the way. Thank you for your interest.

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