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Script help for a CK Noob


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Two problems I can spot here.

 

1. Apologies, I've steered you down the wrong path. It should be GetActorValue like you originally had, I just got confused about what we were doing with my last bit of advice. My bad and that's why you're getting all the type mismatch errors.

 

2. Add the SuperRing as a property to the script. In programming there's what's known as "namespace", which is where the same name can refer to different things based on where it is called. While the Creation Kit and game as a whole knows that there's something called a SuperRing, the script itself does not. It's not going to be able to search through the entire game to find the item referenced, it needs a local instruction to link it in to the SuperRing in the game.

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Hi, everyone. I have a question regarding modding and the creation kit and I'm wondering if anyone on here can help me. I've recently created a simple companion mod. He is a synth who is 99% complete. However, there are two issues. One, whenever he is damaged, electricity appears and won't go away. Two, he attacks almost everybody. I've attempted to tweak things here and there to resolve these issues but I haven't been able to yet. Is there anyone here who would have any suggestions? Thanks!

 

I'm sorry but you should start a new thread for this problem, as otherwise the advice may get mixed up and become more confusing that way.

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Hi, everyone. I have a question regarding modding and the creation kit and I'm wondering if anyone on here can help me. I've recently created a simple companion mod. He is a synth who is 99% complete. However, there are two issues. One, whenever he is damaged, electricity appears and won't go away. Two, he attacks almost everybody. I've attempted to tweak things here and there to resolve these issues but I haven't been able to yet. Is there anyone here who would have any suggestions? Thanks!

 

I'm sorry but you should start a new thread for this problem, as otherwise the advice may get mixed up and become more confusing that way.

 

I started a new thread. I just joined so I had posted this here before seeing where to make a new post.

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Jesus Christ....

 

In CK create new magic effect of type script, and attach script (and set it's properties) to that effect. Use created magic effect to create the enchantment, attach that enchantment to your ring or some other object using OMOD, template or by any other way. Script will auto activate when item will be equipped. Your script:

Scriptname SuperEffects extends activemagiceffect

ActorValue Property HealthAV Auto Const
ActorValue Property RadsAV Auto Const

ObjectReference ClownRef
float HealTimer = 1.0
int HealTimerID = 32

float HPHealRate = 10.0
float RadHealRate = 5.0

Event OnEffectStart(Actor akTarget, Actor akCaster)
	ClownRef = (akTarget as ObjectReference)
	RegisterForRemoteEvent(akTarget as ObjectReference, "OnUnload")
	RegisterForRemoteEvent(akTarget, "OnDeath")
	StartTimer(HealTimer,HealTimerID)
EndEvent

Event OnTimer(int aiTimerID)
	If (aiTimerID == HealTimerID)	
		If (ClownRef.GetValue(Rads) = 0.0) 
			If (ClownRef.GetValuePercentage(HealthAV) < 1.0)
				ClownRef.ModValue(HealthAV, HPHealRate)
			EndIf
		Else
			If (ClownRef.GetValue(RadsAV) > 0)
				ClownRef.ModValue(RadsAV, -RadHealRate)
			EndIf
		Endif
	EndIF
	StartTimer(HealTimer,HealTimerID)
EndEvent

Event ObjectReference.OnUnload(ObjectReference akSender) 
	CleanUp()
EndEvent

Event Actor.OnDeath(Actor akSender, Actor akKiller)
	CleanUp()
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)
        CleanUp()
EndEvent

Function CleanUp()
	ClownRef = None
	CancelTimer(HealTimerID)
	UnregisterForAllEvents()
	Dispel()
EndFunction
Edited by Engager
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Jesus Christ....

 

In CK create new magic effect of type script, and attach script (and set it's properties) to that effect. Use created magic effect to create the enchantment, attach that enchantment to your ring or some other object using OMOD, template or by any other way. Script will auto activate when item will be equipped. Your script:

Thank you, after fixing a couple minor typos and reading PoliteRaiders post that compiled and now I have a better understanding how some of this Papyrus stuff works without resorting to invoking fictional deities :smile:. Edited by ozziefire
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Isn't invoking deities pretty much the only way Papyrus works? :P

 

I'm glad it's compiled for you at last. It's unfortunately not a guarantee that it's going to work in the sense of doing what you want but at least you know you've got rid of the errors and it'll work in the sense of loading up.

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