Jump to content

Decapitation Spell


kieranfoy

Recommended Posts

I've been working on a spell to decapitate enemies, and I think I've gotten it figured out. I just need a way for the severed head I've got it adding to be name (Victim's Name)'s Severed Head, like in the trophy soul gems mod.

 

 

Does anyone know how I could do this?

 

Oh, BTW, here's the script. I'd be obliged if you didn't steal it, although I really can't stop you:

 

scriptname 1111decap

 

 

 

begin scripteffectstart

if isSpellTarget 11decap == GetIsPlayableRace

triggerhitshader 10

player.additem headcut 1

pickidle

playsound PHYDamageFlesh

playsound ENDDagonRoarDeath01

playsound NPChumangaspmale

ForceAV Health 0

equipitem decaphead

message "You struck your enemy's head clean off!"

endif

end

Link to comment
Share on other sites

SetNameEx - sets the name of the base object

ah, you're right! damn, I'd forgot that. Were you planning on cutting out a lot of heads, Kieran? I'd say you could create a bunch of heads in the CS and play with a limit (ie, make a showroom with room for 20 heads, and once it's full if you want to place another head it has to replace one of the existing ones) but I see the fun of carrying a bag full of heads and spreading them in the market district or somewhere else.

 

Maybe you could try placing the head in an empty container and then DuplicateAllItems. If the head is scripted it will create a new copy of the base object, wich you can rename afterwards (you might want to try with a blank script, no vars, no code, just a name). The major problem I see here is handling with respawnable actors, I mean, how to tell if certain head has been already created? Maybe storing a copy of that object in a container, or storing an array of created heads?

 

Good luck with it, I hope I can start soon to collect my enemies' heads :D

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...