MShoap13 Posted December 25, 2016 Share Posted December 25, 2016 (edited) Any tips or insights are appreciated.Get all Power Attack related perks in the One Handed tree to natively work with unarmed (or my unarmed weapon at the least)Add a new "Martial Arts" perk with 30/60/90 levels; I'm thinking I'm going to reduce the target's health by a small percent of their current HP per hit.Add an 80+ required perk that causes unarmed strikes to ignore blocking opponent's recoil (but not their damage reduction).The first goal seems like it's just a matter of investigating and I may be able to just slap a keyword on my weapon and go or something that simple.The second seems like another On Hit Magic Effect script. Should be doable.The third Item here though I could definitely use some help on. I don't even know where to begin with this effect. How would I force the player character to play the regular animation instead of the slowed recoil animation? Edited December 25, 2016 by MShoap13 Link to comment Share on other sites More sharing options...
MShoap13 Posted December 27, 2016 Author Share Posted December 27, 2016 I'm having an odd issue where the script I've written for leveling One Handed is applying but the script I've written for my 30/60/90 is not getting activated though the setups (perk --> Spell --> Magic Effect) are essentially identical. No clue what's causing the issue. There's nothing wrong with having multiple scripts running on the same event is there? Scriptname UnarmedMartialArtist extends ActiveMagicEffect Perk Property MartialArtist60 Auto Perk Property MartialArtist90 Auto Event OnInit() Debug.Trace("Martial Artist script initialized") EndEvent Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.Trace("Martial Artist effect event registered") Debug.Notification("Martial Artist strike registered.") Actor Me = Game.GetPlayer() float currentHP = akTarget.GetActorValue("health") float Modifier = 0.03 If Me.HasPerk(MartialArtist90) Modifier = 0.09 ElseIf Me.HasPerk(MartialArtist60) Modifier = 0.06 EndIf Modifier *= -currentHP akTarget.ModActorValue("health", Modifier) Debug.Trace("Martial Artist strike with Unarmed Weapon -- " + akTarget + " is target; " + currentHP + " is currentHP. Reducing target HP by " + Modifier + " points.") EndEvent Link to the file with source:http://s000.tinyupload.com/index.php?file_id=93050818463833644664 Link to comment Share on other sites More sharing options...
MShoap13 Posted December 29, 2016 Author Share Posted December 29, 2016 I'm still stumped on this one. I can't figure out why my second Magic Effect script isn't getting applied. If no one's willing to take a look, are there any solid examples for Perks conditionally adding scripted on-hit effects ? Link to comment Share on other sites More sharing options...
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