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Guest Guest_piojitoewok

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Guest Guest_piojitoewok

Ok i have looked everywhere trying to find out how to do this but i still havent run into how,

 

simply put i want to have one of those small windows that pops up, just like when you level a skill, show up when you hit an enemy showing how much damage was dealt, i have most of the script itself done, i just dont know how to make the window show up at the bottom so i havent been able to test the script, but if it works how i want it to, the variable should show how much damage you dealt

 

so very bluntly put, how do i make a window at the bottom of the screen?

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Guest Guest_piojitoewok
oh yeah, about how this ties into scan, i made an ammulet that scans a target and i got it to save its current hp and magicka as variables, but it doesnt help if it doesnt show up on the screen :'(
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I mean the window that shows up at the bottom of the screen, that says things like:

 

You've increased your knowledge in skill to Level #

Your Armorer's Hammer was Used up

You should rest and meditate on what you've learned.

 

 

I want to be able to have something show up there, the damage dealt to be more exact. and i have a script that i put on a ring that drains 5 mana when equiped and scans the nearest monster and saves their mana and health as variables, i want to be able to show that information in that window, as I dont know how to show it in the window, i dont know if the script works or not.

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sounds like a cool mod ^_^ im no scripter but ive come across the command:

MessageBox "text"

 

that brings up a message box like the ones u get for ur armorers hammer has been used up etc i think

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is there a variable which shows how much damage you have done? because if so surely its just a matter of settin the game to display that value in one of those boxes. Im no scripting genius, but i doubt it will be a very hard script to write.

 

 

only one problem, what happens when sumone is fighting away, and constantly getting the boxes saying 'this weapon has no charge' AND your mod telling you how much health your taking off AND the occasional level up AND the occasional 'you shud rest and meditate etc. etc.', because the game can only show three of those boxes at one time, i doubt your going to be able to see the hit points your inflicting for a long enuff amount of time..... im just worried its all gonna get very cluttered down in that bottom area....

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GAH!! jesus it was so simple, i just didnt want to take the time to do it by trial and error, thx alot. Ill test it when i get home tonight and make any small tweaks i have to make, and if it looks good i'll even release it on the website, ill post it here though :)

 

the reason i wanted to do this was so that i could know more then a visual of how much damage i dealt, i wanna know exactly how much damage, as a number. also if i can i want to include with it a critical hit ability that depends on your skill, i've been playing around with it, and i think this is pretty balanced, here's the main idea

 

Skill: Long Blade

Attribute: Strength

 

It would calculate like this:

S = Skill Level

A = Attribute Score

 

(S/20) * (A/20) = % for Critical hit

 

for a lower end character this is going to make very little difference, but for a character with maxed out Long Blade and Strength it would mean a 25% chance for critical hit. Critical i've done at 1.5x damage to not make it too overpowering as i dont know how i would implement it for enemies. Basically it would find out if you did a critical, and if you did it would take how much damage you dealt, divide it by two, and then mod the enemy health by that much.

 

I still havent even tried doing this and im not sure its possible but ive been thinking it over in my head and the script could work.

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there is no variable (that i've found at least) that shows how much damage you deal, but what i did was have it get the health of the person/thing your in combat with and then subtract the health it has after you hit (it keeps looping untill its no longer equal to that value so it wont keep saying "You dealt 0 damage") and then displays that, my only disapointment is that multiple enemies at once wont work, well i havent tested, but how i set the script up i highly doubt it would work :(

 

about it cluterring up the bottom, i think it wont cause THAT much of a problem, at least not for me since im a mage and i rarly use enchanted items except my trusty dagger which is constant effect restore fatigue :)

 

I guess im being a little byased towards mages here :P

 

ill see if i can do something about helping you warriors out :)

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i like that critical hit idea, would be cool to have a higher chance of doing critical hits as theyre almost totally non-existent in game unless u sneak up behind sum1 and stab them ^_^
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yeah, its very biased (i still dont know if im spelling that correctly) towards higher levels, i mean a starting character has usually like 40 STR, unless you go all out barbarian, and i think the highest you can go for a lvl1 is like 60, and im not sure about Long Blade, but i doubt its more then like 40, so lets use that as an example

 

60/20 = 3

40/20 = 2

2*3 = 6

 

so thats only a 6% shot to critical, but since its first level i figure its very balanced and encourages you to raise your attributes as much as possible, at least for your main weapon, and this also makes alchemy/enchanting even more valuable cause if you get your attribute beyond 100 then its just a higher critical possibility, for example if you have 130 strength and 110 Long Blade (i cant remember the belt that gives you +10 LB constant effect)

 

130/20 = 6.5

110/20 = 5.5

 

(got a calculator, not gonna do that in my head) = 35.75% for critical

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