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Oblivion Script Help


meesbaker

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Hello guys, I have posted a question here a while ago and got quick help so I guess it is the fastest and best way to get more advice to

simply repeat that process:D

 

On the question:

As you all know it is possible in Oblivion CS to access local variables from any script. Like I have the weapon called "Masamune" and that

weapon has a script attached to it including the local variable "power". Now I can access that variable from anywhere using Masamune.power

 

Unfortunately I had to notice that this works different for magic effect scripts. I have a spell called "Fire" and that spell has two magic effects. One

is simply a Fire Damage and the other one is a Script Effect counting up, how often the Spell has been succesfully casted on someone. The

Script looks like this:

 

Scn FireScript

short counter

Begin ScriptEffectStart

set counter to counter +1

End

 

Now I need to check the value of "counter" in other scripts. I tried

if Fire.counter== .....

but that does not work. Probably because the script is not directly attached to the spell

but to one of the Magic Effects that Spell has.

 

I do not know how to access the local variable in that weird script:D If you know advice please let me know thanks in advance guys:)

 

Greetings, mees

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You can only access local variables in Quest scripts, by using QuestName.variablename......

 

Truly? I tried the same for objects and the compiler didnt complain like "unknown variable or function"....

I hope this wont come up with a mistake once the script runs in game because I used accessing variables

from object scripts like clothing or weapons quite often in my new mod and the CS never complained..... :/

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I would test that particular theory before basing too much on it..... the CS doesn't catch a fair few errors......

 

 

Indeed the game does crash! Thats incredible! I made a script adding 1 to a short variable in an object script and when parsing the line ingame

the game just crashed....

 

Alright, the whole thing was actually meant for a materia system like in Final Fantasy 7. I introduced spells that level up when used often so I made a counter

and played around with it from within other scripts...Now I followed your advice and took out the object scripts to work with a quest script and everything works fine, its just a little more work.

 

Inside my Spell Script it does now say:

Begin ScriptEffectStart

if getisplayablerace==1

set spellquest.spellcounter to spellquest.spellcounter+1

endif

End

 

Like if the Spell hits a man the game notices and adds 1 to a counting variable. Like that I can access and check the value from everywhere and my materia spells finally

work. It will just be more typing and cliking around that way until all spells are integrated but it seems the only way possible in the end....

 

Thanks a looaaad for your advice it helped me out and now things work. :)

 

Greetings, mees

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