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Will this damage scaling system work?


AtomsChosen

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What I am trying to do is making a spell that scales an enemies's outgoing damage by 25% for each each combat target they encounter. Previously I was trying to do this for health and resist. I was successful, but there is no actor value I am aware of that can be used to boost global outgoing damage by an x amount. So I want to know if this setup works.

 

1. I added a spell marked as an ability to the Human race. I use"Getgrouptargetcount" as a condition with it set to the subject. That subject being the human. And I have 19 conditions going up to 20 targets. Each to specify a new amount of group targets and they link to a different magic effect which links to a spell which then links to another magic effect that places a perk that adjusts damage based on how many initial combat targets were found.

2. Each effect links to a magic effect with effect archetype=Script, casting type=Common, Delivery=Self. Which then selects a perk that boosts damage by 25, 50, 75 percent and so on for each. Seperate perks and magic effects for each amount of combat targets. 

3. For the perk I use Mod Weapon attack damage.Multply Value .25%. However I am not sure if this also applies to unarmed damage. And I also need to be sure that when the amount of enemy targets change that the perks also change. 

Edited by RayoftheSun
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I managed to get it working. Turns out I didn't need to do something so convoluted to get it working. I made a spell referencing a magic effect with the magic effect pointing to a perk that adjusted damage. Tested it out and it seems to be working just as intended.

2 hours ago, Fantafaust said:

Have you tried just using a perk?

I believe GetGroupTargetCount is also available in the perk conditions window

I wanted this to be something that only affects Provisioners so I needed to put a spell under "Carvanactors" of the Workshopparent quest. It only accepts spells but not perks. Though now that I think about it I probably could have just put the spell directly on the actor and then as a condition stated"Has spell: Abprovisionerspell". 

In case you are wondering what the purpose of this is. I am have a self made mod that makes provisioners mortal and I am playing with Endless Warfare and multiple mods that make enemies tougher. However I quickly realized that if I want any of my provisioners to survive, I needed to find a way to make provisioners a lot tougher. But I also don't want them to be too op in 1v1 fights or smaller groups of enemies. 

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14 hours ago, Fantafaust said:

I didn't know RefColl aliases don't accept perks, good to know.

You can also use SPID or Robco Patcher for distribution without touching vanilla assets, maintaining their compatibility

I was looking into that, but I am having a hard time understanding how to do that. I haven't seen any good tutorials on how to use Robco Patcher or SPID. Do you know any good tutorials for those? This might also be a good alternative to my scripts not compiling issue.

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I don't have tutorials because they're very poorly documented tbh, but I downloaded 4 or 5 other mods that use them to see how other people did it. So you could also do that.

I can help to a certain extent, but I can't access my computer atm because a tornado just hit my town and my power is out.

But if you post your code, I can basically tell you yes or no if it'll work lol

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