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Need spell writer


haslador

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i need some one ot make certon spells for my guild mod

1 a spell that will raise all guild members to bersker no matter where they are

2 a telport spell

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Dunno about the berserk one, but I don't think it's that hard to make a teleport spell. You should look at the scripting section on the CS Wiki. Here's a "make a spell" tutorial:

 

http://cs.elderscrolls.com/constwiki/index..._My_First_Spell

 

And here's a section with a ton of scripting info in it:

 

http://cs.elderscrolls.com/constwiki/index...egory:Scripting

 

You'll probably have to do some sorting, but I'd think you could use "placeatme" in some way.

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i need some one ot make certon spells for my guild mod

 

1 a spell that will raise all guild members to bersker no matter where they are

 

2 a telport spell

 

First for the berserk spell... You have to remember that this game only loads a certain amount of cells at a time. So if you are all the way on the east side of the land and expect the guild members to be affected by this without your presence, it won't happen.

 

As for how to do it, here's a simple way...

 

scn GuildBerserk

 

begin ScriptEffectStart

 

;Causes [guildmember's name] to go Berserk

guildmember1REF.addspell GuildBerserkEffect

 

;Causes [guildmember's name] to go Berserk

guildmember2REF.addspell GuildBerserkEffect

 

end

 

copy and paste the whole add spell line for each guild member. Obvioulsy the "guildmemberREF" should be replaced with the refrence to that guild member and "GuildBerserkEffect" should be the magic spell/ability that is the effects of the berserk. Now if you need an actual berserk effect that's a different story.

 

In that case my suggestion is to add a new faction named something like "GuildnameBERSERK" and set the faction relations to -100 against any factions you want them to attack. In this circumstance you can replace the ".AddSpell" part of the above script with ". SetFactionRank GuildnameBERSERK, 0" and be sure to replace GuildnameBERSERK with the hostile faction you created.

 

The teleport requires the MoveTo function, not PlaceAtMe (though good guess SickleYield). It would go something along the lines of:

 

scn TeleportToNAMEScript

 

begin ScriptEffectStart

 

;Move the player to ?

player.MoveTo ?

 

end

 

Replace the "?" with either an Xmarker with a unique refrence name or the actual location numbers (x, y, z planes). Refer to the MoveTo link for more information.

 

Edit the functions as much as you want. There are others here better at scripting then I, but these methods should work.

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In that case my suggestion is to add a new faction named something like "GuildnameBERSERK" and set the faction relations to -100 against any factions you want them to attack. In this circumstance you can replace the ".AddSpell" part of the above script with ". SetFactionRank GuildnameBERSERK, 0" and be sure to replace GuildnameBERSERK with the hostile faction you created.

 

And if you want them to attack anyone no matter who it is, you could do setav aggression 100. At the end it should be reversed to 0-10 again of course. This does mean The npc will attack the player if it's the first thing he sees, but I guess that's berserk.

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First for the berserk spell... You have to remember that this game only loads a certain amount of cells at a time. So if you are all the way on the east side of the land and expect the guild members to be affected by this without your presence, it won't happen.

 

Edit the functions as much as you want. There are others here better at scripting then I, but these methods should work.

Oops! I might have been on vacation, but ... never say never! At some time, I would get back, ye' know :)

 

I would go for using a combination of quests and "dynamic variables".

 

As for the teleport: Do you want something that teleports you X points in some direction, or something that teleports to you to an item (like, a fork, a stone, a door, an altar)?

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