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A few quick script requests


avianmosquito

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Basically, I need a few scripts written. I tried to get some help on these scripts here, but even with the help I just can't script well enough to get it working. So here I am, asking for help again.

 

Blunt armour penetration:

A quick change here: I'd like to increase the effect of armour upon blunt weapons to 25% instead of 10%. This would mean with an armour rating of 95, (the cap in my mod) blunt weapons would deal 76.25%. Also, having hand to hand affected 12.5% instead of 0 would be a bit better. Having the former and latter able to apply to creature attacks as well would be another bonus, but it isn't neccesary.

 

Skill/Attribute spell effectiveness:

Exactly as described. But it needs to stack with the armour and fatigue penalties.

 

Capping actor values and spell effects:

The AV cap is just gravy, the spell effect cap is the important part. Basically, having it written so I can just copy the script and put in any effect name and magnitude would be best. As for the AV cap, a script that sets the limit to which you can naturally increase your attributes to 2.5x your race/sex starting value, and sets the hard limit (where nothing can increase it further) to 5x would be best. This means with a starting score of 40, you could not naturally exceed 100, and could not fortify above 200. For skills, a hard limit of 200 would be sufficient.

 

Weapon type weaknesses and resistances:

I need this as a script effect with magnitude. So I can use it like it was any other weakness/resistance effect.

 

Normal weapon resistance fix:

 

Here's a new one. Setting it so normal weapon resistance is not ignored by weapons just because they are enchanted or poisoned. They would have to be a special material, or it would apply as normal.

 

Magical interactions with armor, shields and spells:

 

Another new one: Having a percentage of an armour rating take effect on spells as well, and being able to set it so I can just copy it, change the effect name and magnitude, and it work on the new effect. Also, having another script that does the same thing for blocking would be nice.

 

Weapon and armour repair revamp:

 

Yet another new one: Make it so 10% of damage done to armour and weapons cannot be repaired, and that a broken weapon cannot be repaired at all. This would mean that eventually a weapon will need to be replaced.

 

Square root damage multiplier:

 

New one. Have the damage formula treat every character's strength as if it was the square root of the actual value. Also, have attack speed for all weapons increase alongside damage.

 

Bow damage multiplier:

 

One last new one: Add a script that makes bow and arrow damage dependent on strength, not agility, following the same formula as a melee weapon. Make accuracy depend on agility instead, and have bows limit the strength multiplier you can get from your arrow to whatever the damage value is for the bow, and remove the actual bonus damage. Finally, multiply the arrow's speed by one twentieth the multiplier you're getting. For instance, if the multiplier is one, change the arrow speed to 5%. If twenty, 100%. Stronger bows would have higher caps, but this would only mean more damage if you had enough strength.

Edited by avianmosquito
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