lord_corellon Posted March 27, 2007 Share Posted March 27, 2007 So...I'm trying to make a mod that makes my Light blade skill based on Speed because i play an assassin type and I hate having to have Str 100 to be decent fighter! I have basically just copied and pasted bits of script from Legendary Mastery because i have no idea how to write a script :blush: Does anyone have any idea how to make this work properly? Thanks scn BladeBasedOnSpeed short dmgadjustshort strshort spdshort atk set spd to player.getav speedset str to player.getav strengthset dmgadjust to (0.075+spd*0.0005)/(0.075+str*0.0005) ; would cancel out Strength bonus to damage and make it Speed based i think???set atk to player.getav attackbonus player.setav attackbonus (atk*dmgadjust) Ok simpler question...what does the player.setav attackbonus command do? changes your damage right? EDIT: Merged your posts. Please don't double post, use the edit button. Thanks. ^^ - Switch Link to comment Share on other sites More sharing options...
Abramul Posted March 27, 2007 Share Posted March 27, 2007 An actor's Attackbonus value is added to the damage of all physical attacks they make. * Why are you multiplying them? You should probably be using something along the lines of b + x * (y - z)Where:a = constant, based on weapon attack value, attribute damage multiplier, and possibly other stuffb = minimum damagex = Blade skill * ay = speedz = strength Also, you don't appear to be using a begin/end block. The simplest would be to use OnEquip to set the value, and OnUnequip to zero it. Note, though, that this would not adjust for changes made (skill/attribute increases, Fortify spells, and the like) made since you last equipped the weapon. You could also simply change the Blade skill to have Speed as its base attribute, bt that would affect ALL swords. Link to comment Share on other sites More sharing options...
lord_corellon Posted March 27, 2007 Author Share Posted March 27, 2007 Why are you multiplying them? You should probably be using something along the lines of b + x * (y - z)Where:a = constant, based on weapon attack value, attribute damage multiplier, and possibly other stuffb = minimum damagex = Blade skill * ay = speedz = strength Also, you don't appear to be using a begin/end block. The simplest would be to use OnEquip to set the value, and OnUnequip to zero it. Note, though, that this would not adjust for changes made (skill/attribute increases, Fortify spells, and the like) made since you last equipped the weapon. You could also simply change the Blade skill to have Speed as its base attribute, bt that would affect ALL swords. -Multiplying because in the Wiki it says the damage formula is Base dmg*(0.075+Strength*0.0005)...so wouldn't u have to /(0.075+Str*0.0005) to factor out the strength, then *(0.075+Spd*0.0005) to make it speed based? ok so i may not b a genius at mathematics but i don't c anyone else trying! Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 27, 2007 Share Posted March 27, 2007 So...I'm trying to make a mod that makes my Light blade skill based on Speed because i play an assassin type and I hate having to have Str 100 to be decent fighter! I have basically just copied and pasted bits of script from Legendary Mastery because i have no idea how to write a script :blush: Does anyone have any idea how to make this work properly? Thanks scn BladeBasedOnSpeed short dmgadjustshort strshort spdshort atk set spd to player.getav speedset str to player.getav strengthset dmgadjust to (0.075+spd*0.0005)/(0.075+str*0.0005) ; would cancel out Strength bonus to damage and make it Speed based i think???set atk to player.getav attackbonus player.setav attackbonus (atk*dmgadjust) Ok simpler question...what does the player.setav attackbonus command do? changes your damage right? EDIT: Merged your posts. Please don't double post, use the edit button. Thanks. ^^ - Switch Why not use "player.modav attackbonus dmgadjust" and do away with some of the computational stuff. Since abramul is correct, you should be adding the dmgadjust to your current attack, not multiplying it. You do however need a 'begin' block and an 'end' statment for it to do anything. However due to the fact that you'll only want this to apply when you have daggers equipped, you'll have to use a "on equip" block and stick to the daggers you have the script attached to, or do it as a very complicated scripted ability which checks if each and every dagger in the game is equiped (not suggested). For the sake of simplicity, it makes more sense to just change blade to use speed or agility, and be done with it, or just accept that even assassins need some strength, and instead focus on raising stealth for higher multipliers. Then there's always some settings which could be tweaked to make everything do more damage, so you can do those 1 hit kills. Regardless, bitching about not getting any help about a script which can't effectivly be used the way you want is pointless. You can't do stuff entirely by piecing together standard scripts, eventually you have to learn how to write your own. Link to comment Share on other sites More sharing options...
Apoxc Posted March 31, 2007 Share Posted March 31, 2007 ok so i may not b a genius at mathematics but i don't c anyone else trying! What seems like the "norm" around here; Them giving the advice they already did and thats it unless you're willing to pay them for there time..lolzZz or they'll Flame your post so it gets closed so good luck with that man.. peace!! Link to comment Share on other sites More sharing options...
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