roland3710 Posted August 20, 2010 Share Posted August 20, 2010 So what I want to do is make a weapon use action points instead of ammunition. Essentially, I plan on doing this by not giving this weapon an ammunition type. Instead I want to attach a script to the weapon that causes the weapon to, when fired, execute a spell effect that drains the player's action points or, if the player doesn't have enough AP, drains an equivalent amount of hit points. At any rate, I made the script and spell effect but when I fire the weapon . . . nothing happens. Here's what I have: The script: scn WeapPsychUsed Begin ScriptEffectStart if player.GetEquipped WeapPsych if (isPlayerActionActive 3) player.CastImmediateOnSelf PsychicPowerUse endif endif End Here's a description of the spell effect. ID: PsychicPowerUseType: Actor Effect Effect #1: Damage HealthRange: SelfDuration: 1 hour (changing this to 1 second made no difference)Magnitude: 30 ConditionRun on: SubjectCondition Function: GetActorValueFunction: ActionPointsComparison: <Value: 30.00 Effect #2: Reduce Action PointsRange: SelfDuration: 1 hour (changing this to 1 second made no difference)Magnitude: 30 ConditionRun on: SubjectCondition Function: GetActorValueFunction: ActionPointsComparison: >Value: 30.00 At any rate, I am completely at a loss as to what I'm doing wrong and would appreciate any help. Thanks. Link to comment Share on other sites More sharing options...
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