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Deadly Reflex - Remove Decapitation?


Lardtree3

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Decapitation causes some strange bugs for me (I tried to get help with the problem in this thread, but unfortunately no one seemed able to help.

 

I know there is a mod that makes it so knives cause throat slitting instead so I guess what I am asking is if either of the following is possible:

 

1. Make is so that swords and other bladed weapons cause throat slitting instead of decapitation.

 

2. Make it so that DR recognizes swords as knives with the aforementioned mod active to allow for throat slitting instead.

 

3. Or if you have any advice on how to avoid the issues I outlined in the thread linked at the top here, that would be great too, but I really prefer the throat slitting to the decapitation.

 

Any help here would be fantastic as this problem has bothered me for some time, but I love DR too much to give it up. I am using DR 5 by the way.

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Okay, I think I found a relevant script in the CS that might have something to do with setting the correct value, but I have no idea how to interpret it. Perhaps someone can help:

 

scriptname SkycaptainsSwordBashReactionScript

ref me
short weapontype
ref weapon

float actorx
float actory

float actorz
float actorztemp				
float random
short staggered
float angle
float timer

short attack
short attack2

short hit

short animDelay

short hpSet
short hpOrig

short Stagger
short fallCombo
short bashFall
short staggerDodgeLeft
short staggerDodgeRight
short staggerDodgeBack
short staggerDodgeForward
short powerStrikeDown

float count	
float divider
float forcemod

Begin ScriptEffectStart

set me to GetSelf
if(me.getitemcount stopflag > 0)
	me.removespell playerswordbashability
	return
endif

set random to getRandomPercent	
set weaponType to me.getWeaponskilltype

me.addItem redLightUp2 1

set count to me.getitemcount dodgemarker
set divider to 50
set count to (count / divider)		

set attack to skycaptainssb.attack
set attack2 to skycaptainssb.attack2
	
if(me.isweaponout)
	if(weaponType < 3)
		if(me.isswimming == 0 && me.getdetected player)
				
				if(random < (8.33 * count))
					set StaggerDodgeLeft to 1

				elseif(random < (16.66 * count))
					set StaggerDodgeBack to 1
	
				elseif(random < (25 * count))
					set staggerDodgeRight to 1
				
				else
					set random to getrandompercent

					if(random > 94)
						
						set powerStrikeDown to 1

					elseif(random > 89)
						set fallcombo to 1 

					elseif(random > 79)
						set bashfall to 1
					else
						set stagger to 1
					endif
				endif
		elseif(random > 94)
						
			set powerStrikeDown to 1
		
		elseif(random > 89)
			set fallcombo to 1 
		elseif(random > 84)
			set bashfall to 1
		else
			set stagger to 1
		endif

	elseif(random < 50)
		set bashfall to 1
	elseif(random < 75)
		set powerstrikedown to 1
	elseif(random < 100)
		set fallcombo to 1
	endif
else
	set bashfall to 1
endif	


	me.playsound3d wpnhithand

	set random to getrandompercent
	set forcemod to (random / 10)
	set forcemod to (ceil forcemod)
end	


Begin ScriptEffectUpdate


	

if(powerStrikeDown == 1)
	
if(animdelay == 0)
		me.playgroup stagger 1
		set timer to 0
		set animdelay to 1
		return
elseif(animdelay == 1)
	if(iskeypressed2 attack || iskeypressed2 attack2)
		set timer to timer + getSecondsPassed

		if(timer > 0.25)
			set hporig to me.getactorvalue health
			set animdelay to 2
		endif
	else
		set timer to 0
	endif

elseif(animdelay == 2)
	 
		if(hpOrig - me.getActorValue Health > 10)
			set animDelay to 3
		else
			set hpOrig to me.getActorValue Health
		endif
			
		if(animDelay == 3)
			set animDelay to 4
			player.pushactoraway me forcemod
			set timer to 0
		endif
endif



elseif(fallCombo == 1)
if(animdelay == 0)
	me.playgroup stagger 1
	set animdelay to 1

elseif(animdelay == 1)

	if(hpOrig - me.getActorValue Health > 5)
		
		set hit to hit +1
		set hpOrig to me.getActorValue Health
	else
		set hpOrig to me.getActorValue Health
	endif
endif

if(animDelay == 1 && hit == 3)
	set forcemod to (forcemod / 2)
	set forcemod to (ceil forcemod)
	player.pushactoraway me forcemod
	set AnimDelay to 2

endif



elseif(bashFall == 1)
	
if(animdelay == 0)
	player.pushactoraway me forcemod
	set animdelay to 2
endif

	
elseif(StaggerDodgeLeft == 1)
if(animDelay == 0)
	me.playGroup Stagger 1
	set animDelay to 1
elseif(animdelay == 1)
	set timer to timer + getsecondspassed
	if(timer > 1)
		me.playgroup dodgeLeft 1
		set animdelay to 2
	endif
endif

elseif(StaggerDodgeright == 1)
if(animDelay == 0)
	me.playGroup Stagger 1
	set animDelay to 1
elseif(animdelay == 1)
	set timer to timer + getsecondspassed
	if(timer > 1)
		me.playgroup dodgeRight 1
		set animdelay to 2
	endif
endif

elseif(StaggerDodgeBack == 1)
if(animDelay == 0)
	me.playGroup Stagger 1
	set animDelay to 1
elseif(animdelay == 1)
	set timer to timer + getsecondspassed
	if(timer > 1)
		me.playgroup dodgeBack 1
		set animdelay to 2
	endif
endif


		
elseif(stagger == 1)
	if(animDelay == 0)
		me.playGroup Stagger 1
		set animDelay to 1
	endif	
endif






end

Begin scriptEffectFinish



		
	me.playgroup idle 1
	set count to me.getItemCount redLightUp2
	me.removeItem redLightUp2 count
	me.removespell playerswordbashability
end

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Sorry for double post, but there's also this script which is tied to using the Deadly Reflex Reset item that is given to you. Using this items triggers a quest to set all the keys for DR combat. That data must be stored somewhere, but I don't know where and I'm not sure if this script would tell, but maybe someone could get a hint from it:

 

scn skycaptainskeyconfigScript

begin OnEquip Player
if(player.isRidingHorse == 0 && getquestrunning SkycaptainsHorsecombat == 0)
	stopquest skycaptainsSb
	startquest skycaptainsKeycustomisingquest	
endif
end

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