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Tracking kills, bound weapons and... HELP!


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Sooo...

 

Im in over my head and i need someone to throw me a floaty. :P

 

I wanted to give my next character a little somethin special in the form of a unique bound weapon to use. The idea was a bound weapon that was more of a "spell" to use as opposed to a glowing weapon.

 

In my head, i see this as a bound weapon with a short duration(perhaps 15-ish seconds), stupid high damage, advancing magic effects based on kills with the weapon since it was equipped and a big payoff for reaching the max before the bound spell ends. Additionally, it would be interesting to have the duration increase with the kills as well. But eh.. *shrugs*

 

Im not entirely new to making things like this. My ignorance lies in the tracking of the kills and anything else script related really. Ive looked into how to track kills for a weapon and how the Ebony Blade works since it does what im looking for. Kill Actor Event and a quest to track the kills. Blah. I get the idea but i cant bring it together. Specifically the scripty-stuffs. Variable this, if that, function HERE, property THERE!!... *sigh*

 

Anyway.. After reading a bunch of stuff i made some progress.. Maybe.

I got a script with 2 properties and a function on the tracking quest.

 

Scriptname testScytheCounterScript extends Quest Conditional

Int Property MaxScytheKills Auto
Int Property ScytheKills Auto Conditional
function KilledByScythe()
if (ScytheKills <= MaxScytheKills)
ScytheKills + 1
endif
endfunction

 

From what i understand the Kill Actor Event quest node thing i made is supposed to keep an eye out for kills with the weapon(based on the conditions i made in the event? thats it?) and call the function in the script above which is a part of the Tracking Quest which adds 1 to the property? Or am i totally wrong? If the Tracking Quest and its script are good to go Im still clueless on how to get the Kill Event to call the function or whatevs.

 

So yeah. I needz sum helps. :3

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