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Jackie Chan Adventures-inspired Mod


MeejDar

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I have no idea why, but a few days ago I suddenly thought of Jackie Chan Adventures. I was watching Star Trek, and I'm still not certain why I thought of it, but the point is I did. This inspired me to look for mods that added the talismans to any of the Elder Scrolls games, but I could not find any. Thus began my quest to make it meself!

 

Heat-beam-eyes and astral projection seem a little difficult to make, so I decided to make different talismans. Instead of the twelve animals of the Chinese zodiac, I'm making thirteen Stones of Power based on the thirteen animals of the Celtic zodiac (Stag/Deer, Cat, Adder/Snake, Fox, Bull/Cow, Seahorse, Wren, Horse, Fish/Salmon, Swan, Butterfly, Wolf/Hound, and Hawk). Each grants a different ability, some grant two, at least one grants three, but I ran into a problem: I don't know how to write scripts.

 

What I am requesting is a scripting template to assist me. I need each of the Stones of Power to activate something by just being in your inventory. Like the Scales of Pitiless Justice in Oblivion (I think), that changed a few of your stats when you had it in your pack. At least three of the stones will increase skills, a few others will increase attributes, some will increase your health, magicka, or fatigue, and some will grant abilities and give you spells. If someone could help me out with this, I'd be most appreciative.

 

The mod requires Tribunal and Bloodmoon. It is started by finding a strange shield (that's what it's called, "strange shield") in Kogoruhn. You take it to the Mournhold Museum of Artifacts, and then to Ilmiril in Ald'ruhn. That will start the quests, going to different places in Vvardenfell, Mournhold, and Solstheim. At many of the locations, you will face powerful enemies (they have to be powerful, the Stones of Power are quite powerful), some of whom sent by the main adversary named I-Don't-Know-Yet. He's a giant clannfear, though, I know that much. Or perhaps a giant daedroth. And you're going to have to fight him at the end of the quest-line.

 

If this is a success, I will try to make at least two more additions to this mod. This will be an adaptation of season one of JCA, the next ones will be of season two (the Demon Portals) and season four (the Oni Masks).

 

Right now, I think the only help I need is the scripting. I can make the Stones of Power, change their appearance and whatnot. However, I foresee that making the quests work will be a problem for me, so I may request help in that department later on (with more specificity).

 

For Narnia!

Edited by MeejDar
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Okay, I'm already experiencing problems. This happens every single time I try to make a choice in dialogue. It just keeps repeating, no matter which choice I make. "Yes" repeats the question, "No" repeats the question. I've no idea why. Here's what I have:

 

message box

 

Result:

Choice "Yes" 1 "No" 2

 

****

 

Then, I did a new message, and did Function Choice = 1, and then another message with Function Choice = 2. What am I doing wrong?

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I've encountered problems. Some of the Stones of Power are supposed to increase your skills (25 points each) and/or attributes (50 points each). However, they won't go past 100. Originally, my blunt weapon skill was 90, and it should have gone up to 115 when I picked up the Bull Stone, but it only went up to 100. Then, when I removed the stone from my inventory, my blunt weapon went down to 75. A similar thing happened with my strength attribute (went from 83 to 100 instead of 133, then down to 50). Here's my original script:

 

Begin Meej_BullScript

short done

short OnPCAdd

short OnPCDrop

short doOnce

short addjournal

if ( OnActivate == 0 )

Return

endif

if ( addjournal == 0 )

Journal Meej_Bull_Stone 15

set addjournal to 1

Activate

else

Activate

endif

if ( OnActivate == 1 )

if ( done == 1 )

Activate

return

else

Set done to 1

PlaceAtPC "clannfear" 1 128 1

Activate

endif

endif

if ( OnPCAdd == 1 )

if ( doOnce == 0 )

player->modstrength 50

player->modarmorer 25 ; Same thing for the rest of the combat skills

set doOnce to 1

set OnPCAdd to 0

endif

endif

if ( OnPCDrop == 1 )

if ( doOnce == 1 )

player->modstrength -50

player->modarmorer -25 ; Same thing for the rest of the combat skills

set doOnce to 0

set OnPCDrop to 0

endif

endif

End

 

When this did not work (again, skills not going above 100), I wrote new scripts that look something like this.

 

Begin skillupstrength

short doOnce

player->getstrength

if ( doOnce == 0 )

if ( getstrength <= 50 )

player->modstrength 50

elseif ( getstrength == 51 )

player->setstrength 101

elseif ( getstrength == 52 )

player->setstrength 102

elseif ( getstrength == 53 )

player->setstrength 103 ; so on up to....

elseif ( getstrength == 100 )

player->setstrength 150

set doOnce to 1

endif

endif

end

 

I made a skillupSKILL script for every skill and attribute. Then I changed this bit the following way.

 

if ( OnPCAdd == 1 )

if ( doOnce == 0 )

startscript skillupstrength

startscript skilluparmorer ; Same thing for the rest of the combat skills

set doOnce to 1

set OnPCAdd to 0

endif

endif

 

Not only did this not work, but with the Bull Stone, it caused my game to crash. So, yeah, I need help if anyone's willing.

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