Trenten Degreth Posted November 3, 2007 Share Posted November 3, 2007 I've seen a few Bleach mods out there, and want to give my take on them Im trying to make a Quincy mod i already have the meshes and Textures and will send them to whoever wants to finis whith the script. but this is waht im looking for on casting of a spell: 1bow is added and equipt to the player at the same time 50 arrows are added and equiped to the player. if player is runing out of arrows he can cast the spell and more arrows will be added. if player unequips the bow or arrows they are removed from the invintory or if they talk to someone they are removed from the invintory. The bow and arrows damage will be based off the destruction skill ( alternate mod for legendary mastery over the 100's has been requested ie 125 150 175 200) no time limit on the spell itself once player has it equipped it stays equiped, uless player runs out of majika, enters conversation or unequips the item themself. if any of these three happen bow and arrows removed from player.... i know im specific but thats the only way i can see this working as a quincy mod. i love chalages but this time i bit off more than i can chew.. help me please Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 3, 2007 Share Posted November 3, 2007 I've seen a few Bleach mods out there, and want to give my take on them Im trying to make a Quincy mod i already have the meshes and Textures and will send them to whoever wants to finis whith the script. but this is waht im looking for on casting of a spell: 1bow is added and equipt to the player at the same time 50 arrows are added and equiped to the player. if player is runing out of arrows he can cast the spell and more arrows will be added. if player unequips the bow or arrows they are removed from the invintory or if they talk to someone they are removed from the invintory. The bow and arrows damage will be based off the destruction skill ( alternate mod for legendary mastery over the 100's has been requested ie 125 150 175 200) no time limit on the spell itself once player has it equipped it stays equiped, uless player runs out of majika, enters conversation or unequips the item themself. if any of these three happen bow and arrows removed from player.... i know im specific but thats the only way i can see this working as a quincy mod. i love chalages but this time i bit off more than i can chew.. help me please Use two scripts. The spell script to summon and equip the bow. scn tdxbowsummon01 begin scripteffectstart player.additem <Form ID of bow> player.equipitem <form ID of bow> end Then a script on the bow with an "onequip" to give and equip those arrows, and add an ability to the player to act as a controller for all this. scn tdxbowscript01 short power begin onequip set power to player.getav destruction if power >99 player.additem <form ID of strongest arrows> 50 player.equipitem <form ID of above arrows> elseif power >=75 && power <100 player.additem <form ID of medium arrows> 50 player.equipitem <form ID of above arrows> elseif power >=50 && power <75 player.additem <form ID of average arrows> 50 player.equipitem <form ID of above arrows> elseif power >=25 && power <50 player.additem <form ID of weaker arrows> 50 player.equipitem <form ID of above arrows> elseif power <25 player.additem <form ID of weakest arrows> 50 player.equipitem <form ID of above arrows> endif player addspell <form ID of ability> end Begin unequip player.removeitem <form ID of strongest arrows> 500 player.removeitem <form ID of medium arrows> 500 player.removeitem <form ID of average arrows> 500 player.removeitem <form ID of weaker arrows> 500 player.removeitem <form ID of weakest arrows> 500 endif player removespell <form ID of ability> end The ability script will control adding additional arrows to the player, and will remove the bow and arrows (since removing the bow removes arrows by default) when the player talks to someone or the bow is removed. scn tdxbowability short power short p2 begin scripteffectstart set power to player.getav destruction if power >99 set p2 to 5 elseif power >=75 && power <100 set p2 to 4 elseif power >=50 && power <75 set p2 to 3 elseif power >=25 && power <50 set p2 to 2 elseif power <25 set p2 to 1 endif end begin scripteffectupdate If menumode 1009 == 1 player.removeitem <id of bow> endif if p2 == 5 if player.getitem count <ID or strong arrows> <= 5 player.additem <ID of strong arrows> 10 player.modav magicka -50 :: or whatever cost you want per 10 arrows endif elseif p2 == 4 if player.getitem count <ID or medium arrows> <= 5 player.additem <ID of medium arrows> 10 player.modav magicka -40 :: or whatever cost you want per 10 arrows endif elseif p2 == 3 if player.getitem count <ID or average arrows> <= 5 player.additem <ID of average arrows> 10 player.modav magicka -30 :: or whatever cost you want per 10 arrows endif elseif p2 == 2 if player.getitem count <ID or weak arrows> <= 5 player.additem <ID of weak arrows> 10 player.modav magicka -20 :: or whatever cost you want per 10 arrows endif elseif p2 == 1 if player.getitem count <ID or weakest arrows> <= 5 player.additem <ID of weakest arrows> 10 player.modav magicka -10 :: or whatever cost you want per 10 arrows endif endif end Or something like that. While it might make more sense just to have a spell which summons more arrows, doing it this way allows for both the conversation check and the arrow checks to happen in a single place, and doesn't necessitate having to constantly spam arrows durring combat. Instead they're added as needed. You may however need to make additional checks to make sure the player has enough magicka to subtract, otherwise people will be getting into negative amounts, and never run out of arrows. You may want to add a similar cost associated with summoning the bow, though this can all be determined within the costs of that initial spell. If you plan to have a wider variety of bows, it may even make more sense just to use different abilities with each one, same script, but with a damage magicka modifier within the ability to act as a constant drain (alternative, or in addition to the cost of the arrows). It should be said that these scripts havn't been tested, and have a few errors in them. This is intentional, I have no problem steering people in the right direction, but I won't do their work for them. By fixing a script that has a few minor errors, you may even learn how to script yourself. Link to comment Share on other sites More sharing options...
Trenten Degreth Posted November 3, 2007 Author Share Posted November 3, 2007 this is helpful and i thank you for it ill give it a shot. the arcane archery mods script was what i was trying to modify but i cant seem to get it to work. like i said i my scripting knowledge is that of a rock but this should help me learn thank you again. Link to comment Share on other sites More sharing options...
Trenten Degreth Posted November 4, 2007 Author Share Posted November 4, 2007 OK its been a month since i started this little progect and i have almost zero tolorance for it any more. i cannot debug or rewright this script. so ill reset the the request im done with trying my hand at scripting. I see it as not so much as failure as trying to learn anciant egyption. so if anyone wants the meshes and textures, anyone who is willing to take the time and finish the mod. ill send it to them. other than that ill give it a week and then delete them. i don't have the time any more to be working on this mod. I've got bills grocereys and a 3 1/2 month old daugter to be taking care of. so as it stands... 1 week then i delete and forget abouti it i do thank you for trying to help, it dosnt go unnotesed, but when it comes to scripting im dumb as a rock and i just dont have the pationce any more... Link to comment Share on other sites More sharing options...
LoginToDownload Posted November 4, 2007 Share Posted November 4, 2007 I think Vagrant0's should have worked, aside from the spaces in "ScriptEffectStart". Did you try writing the begin blocks with no spaces? Link to comment Share on other sites More sharing options...
Trenten Degreth Posted November 4, 2007 Author Share Posted November 4, 2007 i kouldnt tell you what to change or what not to change i have 0 exp in script throwing that at me has not helped waht are these "blocks" you speak of? oh god i need to relearn how to type. if im pressing the backspace key every other word i need help...... no sorry i dont know the first thing about scripting to tell you what was wrong. i can make a killer house mod or evin retexture a alittle but scripting.... your better off asking the rock outside.... thats why im asking for help i send folder sombody wrights script they relise mod and get credit for it. i sit and wallow at my own ignorance. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 4, 2007 Share Posted November 4, 2007 i kouldnt tell you what to change or what not to change i have 0 exp in script throwing that at me has not helped waht are these "blocks" you speak of? oh god i need to relearn how to type. if im pressing the backspace key every other word i need help...... no sorry i dont know the first thing about scripting to tell you what was wrong. i can make a killer house mod or evin retexture a alittle but scripting.... your better off asking the rock outside.... thats why im asking for help i send folder sombody wrights script they relise mod and get credit for it. i sit and wallow at my own ignorance.Blocks are statements within the script that start with "begin" and signify when areas of the script get run. I fixed up the scripts in my above post as best as I could without having the IDs on hand. So all you should have to do is enter in the IDs where appropiate, and attach the scripts to the right place. (should probably start by defining the ability first since you need to use the ID within the other scripts). I even adjusted the conditions so the script runs a bit smoother, and so that future adjustments can be made later. With modding, you kinda need to slow down, and do things when you have the time to do them. Family, job, school come first. Don't ever throw your work away, if it's becoming an issue, just set it aside and come back to it later. There's always little bits of spare time that you can spend going back to it. You aren't being paid to mod, it isn't something to get so frustrated about. It's just like any other hobby, if you don't have time for it, take a break and come back when you do. Link to comment Share on other sites More sharing options...
Trenten Degreth Posted November 9, 2007 Author Share Posted November 9, 2007 this helps but i youtubed my current issuse http://www.youtube.com/profile?user=Shyoinferno i appreceate the help the meshes and textures are beta. i deleted the compleat ones because i didnt think this mod wss going anyfarther than where it was. as far as taking my time with it ive been working on this mod for a couple months now. beleve me when i say family always first i appreceate the help. i realy do. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 9, 2007 Share Posted November 9, 2007 this helps but i youtubed my current issuse http://www.youtube.com/profile?user=Shyoinferno i appreceate the help the meshes and textures are beta. i deleted the compleat ones because i didnt think this mod wss going anyfarther than where it was. as far as taking my time with it ive been working on this mod for a couple months now. beleve me when i say family always first i appreceate the help. i realy do. In the ability script, replace begin scripteffectupdate If menumode 1009 == 1 player.removeitem <id of bow> endifwithbegin scripteffectupdate if trigger == 1 set trigger to 0 message "items removed" player.unequipitem <id of bow> player.removeitem <id of bow> player.removeitem <form ID of strongest arrows> 500 player.removeitem <form ID of medium arrows> 500 player.removeitem <form ID of average arrows> 500 player.removeitem <form ID of weaker arrows> 500 player.removeitem <form ID of weakest arrows> 500 player removespell <form ID of ability> endif If menumode 1009 == 1 if trigger != 1 set trigger to 1 player.unequipitem <id of bow> player.removeitem <id of bow> player.removeitem <form ID of strongest arrows> 500 player.removeitem <form ID of medium arrows> 500 player.removeitem <form ID of average arrows> 500 player.removeitem <form ID of weaker arrows> 500 player.removeitem <form ID of weakest arrows> 500 endif endifAnd define "short trigger" at the top with the rest of the variables. Basically this change is a failsafe so that if the player talks to an NPC, it will try to remove all the items right there. If that first pass doesn't work, it will attempt to run a second pass the next time the script runs (when the player leaves the conversation). The message is there to make sure that it even gets that far (can be deleted later). If this doesn't work, the game just might not like trying to do any scripting while the player is in conversation, which would mean either accepting that that one aspect isn't possible, or doing something close which causes a similar effect. Sometimes that is just how scripting is. Link to comment Share on other sites More sharing options...
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