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Need Help With Complex scripts


WildWitch

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Hiya I hope this day finds you well

 

I am trying to make a mod for an alternitive way to learn spells in skyrim

 

Basicialy I need a script that does the following

 

if spell cast at (Refspellflames)

if altarbowl contains 1 of referenced item 1

if altarbowl contains 1 of refrenced item 2

Remove item from bowl

Givespelltoplayer

Else if spellcastat (Refspellfrostbite)

if altarbowl contains 1 of refrenced item 1

if altarbowl contains 1 of refrenced item 2

Remove Items from bowl

Givespell to player

Else if spell cast at (refspellsparks)

if altarbowl contains 1 of refrenced item 1

if altarbowl contains 1 of refrenced item 2

remove items from bowl

give spell to player

ect

else

Trace "Your experiment failed"

endif

end

 

As you can see I have a problem as I need the script to check what spell is cast at the bowl and what items currently resides in the bowl and I need to do this for every spell in the game, how do I get it to check

 

Thankyou for reading this

Kind Regards

Wildwitch

Edited by WildWitch
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Your If SpellCastAt is supposed to be something to check when the player casts a soell and if it's the right spell, correct?

 

If someone gets to this before I wake up and return from work tomorrow then awesome, if not I'll do it. It's really not complex at all.

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yes the ifspellcastat is to check weather the right spell is cast at the Ritual bowl, thanks for your help :)

Ok well this is going about it backwards. I'll still make the script but I also did a tutorial on this, though you may not understand since I don't think you've scripted before:

 

http://skyrimmw.weebly.com/skyrim-modding/activating-activatorsobjects-via-spell-skyrim-modding-tutorial

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Yah Im no good at scripting lol, mostly I cut and paste bits of scripts I find in game to get the effect I want :smile: Thanks again

 

Each spell needs a spell rite for the script to work for example fireball needs the Rite of fireball book (note) plus its spell catalyst

 

Here are the spell catalysts and thier spells to trigger a successful experiment

 

Alteration Spells

--Novice--
Candlelight = Torchbug Thorax = Flames
Oakflesh = Firewood = Frostbite

--Apprentice--
Magelight = Torchbug Thorax = Sparks
Stoneflesh = corundum ore = Frostbite

--Adept--
Ash Shell = Ash Creep Cluster = Flames
Detect life = Sabre Cat Eye = Sparks
Iron Flesh = Iron Ingot = Sparks
Telekinesis = Grass Pod = Flames
Transmute = Gold Ore = Sparks
Waterbreathing = Nordic Barnacle = Frostbite

--Expert--
Ash Rune = Spawn Ash = Flames
Detect Dead = Sabre Cat Eye = Frostbite
Ebonyflesh = ebony ingot = Flames
Paralyze = Imp stool = Flames
Telekenetic Unlocking = Grass pod = Sparks

--Master--
Dragonhide = dragon scale = Flames
Mass Paralysis = Imp stool = Sparks

--Misc--
Equilibrium = Void Salts = Flames

Conjuration Spells

--Novice--
Bound Dagger = iron Dagger = Frostbite
Bound Sword = iron Sword = Frostbite
Conjure Familiar = Blue Butterfly Wing = Sparks
Raise Zombie = Skull = Frostbite

--Apprentice--
Bound Battleaxe = iron Battleaxe = Flames
Conjure Boneman = Bonemeal = Frostbite
Conjure Flame Attronach = Firesalts = Flames
Flaming Familiar = Glowdust = Flames
Reanimate Corpse = Skull = Flames
Soultrap = Common Soul Gem Empty = Sparks
Void Vault = Void Salts = Frostbite

--Adept--
Banish Daedra = Salt = Sparks
Bound Bow = Hunting Bow = Frostbite
Conjure Ash Spawn = Spawn Ash = Flames
Conjure Frost Attronach = Frost Salts = Frostbite
Conjure Mistman = Ectoplasim = Flames
Conjure Seeker = Ruined Book = Frostbite
Revenant = Skull = Sparks
Corrupt Soul Gem = Black soul gem empty = Sparks
Purify Soul Gem = grand soul gem empty = Frostbite
Release Soul = grand soul gem full = Frostbite
Sacrifice Soul = Black Soulgem Full = Sparks
Sacrifice Spriggen Soul = Taproot = Flames

--Expert--
Conjure Ash Guardian = Heart stone = flames
Command Daedra = Salt = Flames
Conjure Dremora Lord = Daedra Heart = Flames
Conjure Storm Attronach = Void Salts = Sparks
Conjure Wraithman = Ectoplasim = Sparks
Dread Zombie = Black soulgem empty = flames
Expel Daedra = Salt = Frostbite

--Master--
Flame thrall = Firesalts = Frostbite
Dead Thrall = Black soulgem empty = Frostbite
Frost Thrall = frostsalts = flames
Storm Thrall = Voidsalts = frostbite

Destruction Spells

--Apprentice--
Fire Rune = Glowing Mushroom = Flames
Firebolt = Glowing Mushroom = Flames
Frostrune = Nightshade = Frostbite
Ice Spike = Nightshade = Frostbite
Lightning Bolt = Deathbell = sparks
Lightning Rune = Deathbell = Sparks

--Adept--

Chain Lightning = Deathbell = sparks
Fireball = Glowing Mushroom = Flames
Flamecloak = Glowing Mushroom = flames
Frostcloak = deathbell = frostbite
Icestorm = Blisterwort = frostbite
lightning cloak = Deathbell = sparks
Whirwindcloak = scathecraw = Sparks

--Expert--
IcySpear = Nightshade = frostbite
Incinerate = Glowing Mushroom = flames
thunderbolt = Deathbell = sparks
wall of flames = Glowing Mushroom = flames
wall of frost = Nightshade = frostbite
Wall of storms = Deathbell = sparks

--Master--
blizzard = hagraven claw = frostbite
fire storm = hagraven claw = flames
lightning storm = hagraven claw = sparks

Illusion Spells

--Novice--

Clairvoyance = Glowing mushroom = Frostbite
Courage = Hanging moss = Sparks
Fury = Blisterwort = Frostbite

--Apprentice--

Calm = Butterfly wing = Frostbite
Fear = Namira's Rot = flames
Muffle = Frost Mirriam = Sparks

--Adept--
Frenzy = blisterwort = flames
Frenzy rune = blisterwort = Frostbite
Rally = hanging moss = Frostbite

--Expert--
Invisibility = Chaurus Eggs = Flames
Pacify = Butterfly wing = flames
Rout = Namira's Rot = Sparks

--Master--
Call to Arms = hanging moss = flames
Harmony = Butterfly wing = Sparks
Hysteria = Namira's rot = Frostbite
Mayhem = Blisterwort = Sparks

Restoration Spells

--Novice--
Healing = lavender = flames
Lesser ward = salt = flames

--Apprentice--
Fast healing = Lavender = Sparks
Healing Hands = Lavender = Frostbite
Necromatic Healing = bone meal = Frostbite
Steadfast ward = salt = Sparks
Sun Fire = Torchbug Thorax = flames
Turn Lesser Undead = Blue mountin Flower = Sparks

--Adept--
Close wounds = lavender = Forstbite
Greater Ward = salt = Frostbite
Heal other = Lavender = flames
Heal undead = bonemeal = flames
Poison Rune = Nightshade = flames
Repel Lesser Undead = blue mountin flower = Frostbite
Stendars Aura = Torchbug Thorax = Frostbite
Turn Undead = blue mountin flower = flames
Vampires Bane = Torchbug Thorax = Sparks

--Expert--
Circle of Protection = Glow Dust = Flames
Grand Healing = Lavender = Sparks
Repel Undead = Blue mountin Flower = flames
Turn Greater Undead = Blue mountin Flower = Frostbite

--Master--
Bane of Undead = Blue mountin Flower = Sparks
Guardian Circle = glowdust = Frostbite

Edited by WildWitch
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Ive just hit a wall with my research menus

 

Basicaly I need

 

a basic menu script that activates when the player activates my booksetobject

Then shows message

Then Allows the player to push 1 of 3 option buttons

Then Adds a book to the player depending on which button they push

 

Thanks Matthiaswagg :smile: I will put you in the mod credits.

 

Heres what I have but the menu doesnt show up in game

 

Scriptname ZZZ_SRAncientSpellsActivatorScript extends ObjectReference

Book Property ROEquilibrium Auto
Message Property AncientSpellsMessage Auto
Actor Property PlayerRef Auto

Event OnRead()
Game.DisablePlayerControls(False, False, False, False, False, True) ; Ensure MessageBox is not on top of other menus & prevent book from opening normally.
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Menu()
EndEvent

Function Menu(Bool abMenu = True, Int aiButton = 0)
While abMenu
If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus)
aiButton = AncientSpellsMessage.Show() ; Menu
abMenu = False ; End the function
If aiButton == 0 ; Equilibrium
PlayerREF.Additem(ROEquilibrium, 1, FALSE)
ElseIf aiButton == 1 ; Nothing
EndIf
EndIf
EndWhile
EndFunction

Edited by WildWitch
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Unfortunatly a mod I just installed and really like conflicts with my placing of the book shelves so I will be re-doing this mod to work from a menu system rather than a spell cast at system :), there is sufficient data online for me to hopefully make a menu for this mod.

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