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Action Points as Ammo


roland3710

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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: PsychicPowerUse

Type: Actor Effect

 

Effect #1: Damage Health

Range: Self

Duration: 1 hour (changing this to 1 second made no difference)

Magnitude: 30

 

Condition

Run on: Subject

Condition Function: GetActorValue

Function: ActionPoints

Comparison: <

Value: 30.00

 

Effect #2: Reduce Action Points

Range: Self

Duration: 1 hour (changing this to 1 second made no difference)

Magnitude: 30

 

Condition

Run on: Subject

Condition Function: GetActorValue

Function: ActionPoints

Comparison: >

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.

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