DeathravenX Posted November 26, 2009 Share Posted November 26, 2009 okay so i am making a Dark Dragon Blade quest mod and i want it to become stronger in different ways based off the souls it devours. I already have a dead count script and i am working on the script to make it stronger. What I want is:Petty: NothingLesser: Repair to 100%Common: Repair to 100%, One point to weapon damageGreater: Repair to 125%, One point to weapon damageGrand: Repair to 125%; two points to weapon damage; refills health, mana, and fatigue So i know how to do the health thing. And i think i can get the repair thing without changing weapons. My question is, how do you add one point to weapon damage without changing the weapon? Thanks in advance. Link to comment Share on other sites More sharing options...
DeathravenX Posted November 26, 2009 Author Share Posted November 26, 2009 do i even need the death count script? if i do not want to replace the weapon, it shouldnt be needed, though it may still be useful. Link to comment Share on other sites More sharing options...
DavidBudreck Posted November 26, 2009 Share Posted November 26, 2009 OOO does something like that with the Light of Day sword. It's a two-handed weapon, however, so I've never actually used it, but take a look, it may be along the lines of what you are trying to do. I'm pretty sure that you can't actually change the damage a weapon does without changing the weapon, however, you could script some type of damage effect. Variables can be replaced for numbers in scripts, so instead of doing XX damage it could do <variable> damage, which you can modify. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 27, 2009 Share Posted November 27, 2009 OOO does something like that with the Light of Day sword. It's a two-handed weapon, however, so I've never actually used it, but take a look, it may be along the lines of what you are trying to do. I'm pretty sure that you can't actually change the damage a weapon does without changing the weapon, however, you could script some type of damage effect. Variables can be replaced for numbers in scripts, so instead of doing XX damage it could do <variable> damage, which you can modify.Except that the damage emulated by vanilla scripting functions cannot be healed and can often be reflected back to the player. But, as you are using OBSE to get the soul values (no other way), you can alter the weapon damage directly (ModAttackDamage). While OBSE allows for some other functions which handle scripted damage, or even allow alteration of enchantment effects, these too can be reflected back to the player. Just keep in mind that most OBSE changes apply to the base item and not the instance, so if you have more than one actor using that weapon/enchantment, they would have the same benefit as the player. I should however probably point out that adding a point or two of damage after every kill, especially later on when everything is giving greater or better soul values, would probably end up causing many issues after awhile. Weapons with extremely high base damage wear out quicker, and in some cases break before they can kill something. Such weapons also become a serious hazard when you happen to come across anything which has a reflect damage effect. Instead of it being every kill, you might want combine both the checking of soul values and a kill counter to strengthen the weapon progressively, and impose some sort of limit as to how much added damage to apply. For instance, making more valuable souls count more toward the kill count, and then having having specific bonuses as the player gets 10, 25, 50, 75, 100, 150, 200, 250, 300, 400, 500, ect kills. Once they reach that limit, they will still get free repairs, and restoration, but no more added damage. Have to remember, end damage caused by any weapon goes through a fairly complicated formula with strength and skill values amplifying base damage. What might seem like a weak weapon at 20 skill can be extremely strong at 100 skill without any change in base damage. Link to comment Share on other sites More sharing options...
DeathravenX Posted November 27, 2009 Author Share Posted November 27, 2009 OOO does something like that with the Light of Day sword. It's a two-handed weapon, however, so I've never actually used it, but take a look, it may be along the lines of what you are trying to do. I'm pretty sure that you can't actually change the damage a weapon does without changing the weapon, however, you could script some type of damage effect. Variables can be replaced for numbers in scripts, so instead of doing XX damage it could do <variable> damage, which you can modify.Except that the damage emulated by vanilla scripting functions cannot be healed and can often be reflected back to the player. But, as you are using OBSE to get the soul values (no other way), you can alter the weapon damage directly (ModAttackDamage). While OBSE allows for some other functions which handle scripted damage, or even allow alteration of enchantment effects, these too can be reflected back to the player. Just keep in mind that most OBSE changes apply to the base item and not the instance, so if you have more than one actor using that weapon/enchantment, they would have the same benefit as the player. I should however probably point out that adding a point or two of damage after every kill, especially later on when everything is giving greater or better soul values, would probably end up causing many issues after awhile. Weapons with extremely high base damage wear out quicker, and in some cases break before they can kill something. Such weapons also become a serious hazard when you happen to come across anything which has a reflect damage effect. Instead of it being every kill, you might want combine both the checking of soul values and a kill counter to strengthen the weapon progressively, and impose some sort of limit as to how much added damage to apply. For instance, making more valuable souls count more toward the kill count, and then having having specific bonuses as the player gets 10, 25, 50, 75, 100, 150, 200, 250, 300, 400, 500, ect kills. Once they reach that limit, they will still get free repairs, and restoration, but no more added damage. Have to remember, end damage caused by any weapon goes through a fairly complicated formula with strength and skill values amplifying base damage. What might seem like a weak weapon at 20 skill can be extremely strong at 100 skill without any change in base damage. thanks for that. i actually forgot about the ill effects i obtained with high attack value weapons. so i will have to re think that. and re-get OBSE since i guess i deleted it. how odd. so just ModAttackDamage is it then? that helps alot. as a note, the mod is loosely based off Ninja Gaiden's Dark Dragon Blade. it was supposed to become stronger with kills, but i figured that a soul crab would not give as much benefit to the blade as would, say, Dagon. So that is the explanation there. But i had already thought about a kill count for things because one of my models has glowing runes and i can add a "dark flame" pretty easily. so i will look into some awesome additions with grand counts instead of +2 to attack value. any suggestions are welcome. i have actually put this off for too long. Link to comment Share on other sites More sharing options...
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