LoginToDownload Posted January 1, 2008 Share Posted January 1, 2008 You can check for kills by giving the weapon a script effect enchantment checking, on ScriptEffectFinish, if the calling actor is dead. If a kill-counter is necessary, you can use faction ranks, (If you don't need to count very high, which it sounds like you do) unplayable .nif-less clothing added to the player, or a quest-script. If you want it to be leveled, you could check the player's level in a script attached to the weapon in a GameMode block. From there, if using OBSE, look at the GetAttackDamage and ModAttackDamage functions. If not using OBSE, the best I can think of is creating multiple weapons of different power levels and swapping them in and out (If you plan on auto-equipping the new one, consider sending two empty messages to avoid the removed/added messages) as the player's level or kills increase. A built-in cap, too. Link to comment Share on other sites More sharing options...
Ghost03 Posted January 1, 2008 Author Share Posted January 1, 2008 *Scratches head*I guess I should of learned how scripts work, and how to make them, before I tried something like this. Well, I'll give it a shot. Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 1, 2008 Share Posted January 1, 2008 Oh... Oops... I'd reccommend starting here, in that case. Sorry... Link to comment Share on other sites More sharing options...
Abramul Posted January 1, 2008 Share Posted January 1, 2008 There's also AttackBonus, which can be adjusted with SetActorValue. Link to comment Share on other sites More sharing options...
Septim741 Posted January 1, 2008 Share Posted January 1, 2008 I'm already doing a weapon that levels with you in Blood of Dawn. It's simple. Create about a dozen of the weapons. Then, there's a simple script that when the player levels up, the new, higher level sword is added to the inventory and the lower is taken away. Each sword would ahve the script that would take it away and add the next one. Link to comment Share on other sites More sharing options...
LoginToDownload Posted January 2, 2008 Share Posted January 2, 2008 There's also AttackBonus, which can be adjusted with SetActorValue.But that powers up the actor itself, as opposed to making the weapon stronger. Completely game-breaking if the weapon can be used by the player. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 2, 2008 Share Posted January 2, 2008 There's also AttackBonus, which can be adjusted with SetActorValue.But that powers up the actor itself, as opposed to making the weapon stronger. Completely game-breaking if the weapon can be used by the player.Nah, you just have to use it responsibly, making the bonus only get applied when the player has that specific weapon equipped. An ability which is added to/removed from the player on equip can handle everything involved well enough. I've been using an attackbonus based lesser power for awhile that adds 1/2 level while it is in effect, and changes the bonus back when the effect ends. I have yet to see any negative side effects dispite using it several times, changing weapons, chain casting. However this bonus isn't shown anywhere so the only way to see what the effect is is by hitting something. On that note, things tend to die a little quicker while it is in effect, but go back to normal afterward. Keep in mind I have changed combat settings which already boost damage based on strength and skill, so the effect of a few points probably isn't really much to write home about for me. It might however be a bit more noticable when you're dealing with the vanilla combat system where 50 hits with an ebony sword is needed to kill a scamp (exaggerated). Link to comment Share on other sites More sharing options...
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