Crosstieger Posted May 3, 2016 Share Posted May 3, 2016 Yes I've read the tutorial and I tried google but I could not find an answer. :( I know there is a condition "isincombat" and there is a game setting "sCombatCannotActivate" but I don't know how I apply them on a potion, so you can only use it when you are not in combat. If I use the condition on the magic effect, only the effect won't "start", but it still consumes a potion. I really don’t think it’s difficult. Thanks :) Link to comment Share on other sites More sharing options...
cooleo Posted May 4, 2016 Share Posted May 4, 2016 I would try making a script that is runs when Items on a formlist are used. Then you could set them to not be used in combat with the code you mentioned above. Link to comment Share on other sites More sharing options...
Crosstieger Posted May 4, 2016 Author Share Posted May 4, 2016 I would try making a script that is runs when Items on a formlist are used. Then you could set them to not be used in combat with the code you mentioned above. But where would I need to assign this script, that it will always run in the background to check if the player is in combat? I can not assign this script to the potion. I could only assign it to the magic effect but then you would sill consum a potion. Link to comment Share on other sites More sharing options...
cooleo Posted May 4, 2016 Share Posted May 4, 2016 You could attach it to the items themselves but this will conflict with mods that also change said items. There maybe a way to set the script to extend the ai script or combat script if there is one. You will just have to play around with the code and see what works best for you. Scripting is not my strong suit. Link to comment Share on other sites More sharing options...
Crosstieger Posted May 5, 2016 Author Share Posted May 5, 2016 Ok, I managed to do it with a script. I added a second magic effect that has no effectI added a script to that second effect that will show a message and adds an itemAdding an item is nessecery, because even if the effect of the potion doesn't "start" it sill consumes one item.The first magic effect has the condition "IsInCombat == 0", so the effect of the potion will only apply if you are not in combatThe second magic effect has the condition "IsInCombat == 1", so the script will only run if you are in combatIf you are not in combat the second magic effect won't "start" Here are some screenshots: The item. Please ignore result 1-7. http://tm-kirsche.square7.ch/Freddi/nexus/potion.jpg The result (0). The "normal" effect, when you are not in combat. http://tm-kirsche.square7.ch/Freddi/nexus/item-result1.jpg The result (8). If you are in combat. http://tm-kirsche.square7.ch/Freddi/nexus/item-result2.jpg The magic effect that applys when you are not in combat. http://tm-kirsche.square7.ch/Freddi/nexus/magic-effect-1.jpg The magic effect that applys when you are in combat. http://tm-kirsche.square7.ch/Freddi/nexus/magic-effect-2.jpg The property of the script. This is important to get access to the item within the script. Otherwise you get a error while compiling. http://tm-kirsche.square7.ch/Freddi/nexus/script-property.jpg And here is the script itself. Scriptname DocBagCombatState extends ActiveMagicEffect {Checks for combat state} Potion Property DocBag Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Notification("You can't use this while in combat") Game.GetPlayer().AddItem(DocBag, 1, true) endEvent Link to comment Share on other sites More sharing options...
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