tomtheclone Posted March 25, 2017 Share Posted March 25, 2017 (edited) [solution]There is more to a script than just the source and the binary. Apparently the CK adds some kind of input. I had to double click on the script in the armor window in the CK.[/solution] My ultimate goal is to make a suit of armor that can be infused with magic granting penalties to cast and bonus to defense and unarmed strike. For starters, I figured I'd do something a little smaller -- simply add an existing spell to the player's spell list. In this case, Firebolt. Quick bit of back ground: I'm proficient with BASH, Python 2 (and 3 to a lesser extent), and C. BASH lets me maintain my system without stroking out, and Python and C are for scientific computing. In general, not a lot of experience with object oriented programming. I do NOT care for Python and it shares the sentiment, but is a necessary evil.Scriptname ChainmailPowerUp extends ObjectReference SPELL Property Firebolt Auto Event OnEquipped(Actor akActor) akActor.AddSpell(Firebolt) EndEvent Event OnUnEquipped(Actor akActor) akActor.Removespell(Firebolt) EndEvent [edit]This compiles by the way.[/edit] My understanding is that "SPELL Property Firebolt Auto" is calling the property/variable It's not casting it, since it's already been defined. "Event OnEquipped(Actor akActor)" is a conditional statement of sorts which also casts akActor as an Actor, and then sets akActor to the object doing the equipping. "akActor.AddSpell(Firebolt)" then is sort of like a bivarient function in that it takes both akActor and Firebolt as input, adding the spell Firebolt to the Actor object akActor. I don't really care much for that notation since it makes me think I'm calling the function AddSpell from the script akActor. Maybe this is a C++ thing? The rest is more of the same. I tried Googling this issue and game up with https://forums.nexusmods.com/index.php?/topic/1012129-adding-spell-onequipped/ which was not useful at all. So my question is "What am I doing wrong?" I haven't actually seen any examples of this in action. Edited March 25, 2017 by tomtheclone Link to comment Share on other sites More sharing options...
fore Posted March 27, 2017 Share Posted March 27, 2017 On 3/25/2017 at 10:13 PM, tomtheclone said: [solution]There is more to a script than just the source and the binary. Apparently the CK adds some kind of input. I had to double click on the script in the armor window in the CK.[/solution] Sure there is more to it. It's called "property". Rather "filling properties". :) Just by NAMING a property like a CK object doesn't assign it this particular object. You have to "fill" is wherever a script is attached in the CK. Link to comment Share on other sites More sharing options...
tomtheclone Posted March 27, 2017 Author Share Posted March 27, 2017 I'm not use to working with GUIs. I'm use to writing a program and running it in command-line. In anycase, this issue has been resolved. Unfortunately it seems as if I can't edit the thread's title to indicate this. Link to comment Share on other sites More sharing options...
Recommended Posts