Masterofnet Posted February 19, 2017 Share Posted February 19, 2017 Why don't you stop assuming, do some testing and start knowing. Link to comment Share on other sites More sharing options...
Ryyz Posted February 19, 2017 Author Share Posted February 19, 2017 Why don't you stop assuming, do some testing and start knowing.how right you are. I'm been a little distracted. Me and a friend have been talking on skype.Already added it to the spell just have to load skyrim Link to comment Share on other sites More sharing options...
Masterofnet Posted February 19, 2017 Share Posted February 19, 2017 (edited) Glad to hear it. Edited February 19, 2017 by Masterofnet Link to comment Share on other sites More sharing options...
FrankFamily Posted February 19, 2017 Share Posted February 19, 2017 Your correction of my script is an example with several mistakes, as, for example, this logic: Heal = HealthCurrent - akTarget.GetActorValue("Health") => healthcurrent being the health you had at the time of casting, if you have healed yourself in the meantime with restoration spells this gives a negative number, restoreactorvalue treats negatives as positivies and therefore would heal again the amount you healed yourself, wrong, and would also heal the shield by substracting a negative number. Essentially, butchering a viable script and spreading misinformation by defending it. So, Ryyz, use the modactorvalue script of Masterofnet or use my original script depending on what you want to be the end result, both should work for their own slightly different goals as explained and to the best of my knowledge, but don't use his correction of mine, it's wrong and confusing. "You may be right about your script not continuing after the effect ends because you keep firing that event over and over again." I AM right about it not continuing because the update chain is ended when the effect finishes because the last one registers but the effect is ended so the next event doesn't fire. Link to comment Share on other sites More sharing options...
Ryyz Posted February 19, 2017 Author Share Posted February 19, 2017 (edited) Alright. I tested both. Here are my findings. I testing each three times. Franks:I changed the update time, no lag, more balanced didn't die.Does not leave the health like Masterofnet said it would. I checked.Turns off after certain amount of damage is taken.A little long but functions as it should. Masterofnet's:Functions like it should. However, the health stays until either you're dead or until the spell timer ends. Not what I'm going for,Health goes away properly too.Very simple and clean. With all this testing, first wave mind, I would say Frank's is more like what I'm trying to achieve. Masterofnet's worked exactly like I thought it would.I'm not doing the edit masterofnet did because of past experiences. Usually if someone edits something someone else made something goes wrong. They're built completely different. Putting the code from one type of script and just inputting it to another completely different one always leads to problems. Been there done that. This isn't my first time programming. I know to look out for certain things. I never use edited scripts. I did one time when I was building a game in java, screwed up graphics, gameplay, stability, almost everything which is why I'm never doing it again. Frank: I didn't see your post til now. I never ever ever use edited scripts. As I said, always leads to problems. If I can't make it myself, I find one source, if the script has the same style and layout as a different one but with different parts I remove it right away. If I'm comparing scripts I usually make two separate instances of the scripts, in this case two spells, then test each individually . That's just how I've done things since I first got into programming. Common programming sense imo. On a separate subject, I think I trust you a little more Frank. I'm half way picking sides. Simply because I even asked Masterofnet directly to break down what made your script bad. And he clearly didn't really know just by looking at it since I tested it three different times, both scripts, and found that your script seems to behave a lot more cleanly, and it doesn't keep the health. The more I look at yours I can see why. The way I tested was this:First Franks:Activate the spell.Check Health.Wait for spell timer to end.Check health.Alls good. Activate spell:Attack guard.Script is behaving as it should. SpellHP gone and spelll finished.Use pay crime gold command Attack guard without spell enabled:Died as I should. Script isn't running. Nothing going on.Perfect. Same done with Masterofnet'ssame process but with different results.I still like Frank's better. If something does go wrong I'll figure it out. Now that I've tested and chosen everything. Can we please stop the bickering? Life's too short guys. It's a waste of energy to get worked up over the internet. Edited February 19, 2017 by Ryyz Link to comment Share on other sites More sharing options...
Masterofnet Posted February 19, 2017 Share Posted February 19, 2017 (edited) Frank, I was making an example script. As I have already stated. I would not use your script in game or anything like it. However I could very easily make any adjustments to it that need to be made. Ryyz, I clearly stated the script was an example and not to be used. Good look on your project. Edited February 19, 2017 by Masterofnet Link to comment Share on other sites More sharing options...
KunoMochi Posted February 19, 2017 Share Posted February 19, 2017 Locked this as per request. - KunoMochi Link to comment Share on other sites More sharing options...
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