Mareca Posted March 22, 2012 Share Posted March 22, 2012 Hi guys.I need a script on armor (i will add it on some)that when you are at low health healing spell activates (you create some that heal a lot costs little)and fireball script same when you are low on health.Can someone do it?I will give him kudos :biggrin: :thumbsup: ! Link to comment Share on other sites More sharing options...
WarRatsG Posted March 23, 2012 Share Posted March 23, 2012 I answered this same post in the Mod Requests section. The healing script I gave you there should work as I explained. Now that I know what the script is for, I think i may be able to create a fireball script for you. As I said, the fireball can not be cast by the player and so will have no target. Without OBSE, the targeting process is quite difficult and not always efficient. I suggest that you allow 8 fireballs to come off of the player, each going in a different direction. It will be more cinematic and will probably hit anyone close to you or slightly further away without complicated targeting, plus it is easier to script without OBSE. Would that be ok? If so, I will get onto it a little later. Link to comment Share on other sites More sharing options...
Mareca Posted March 23, 2012 Author Share Posted March 23, 2012 (edited) that is preety damn good!I gave you a kudos :thumbsup: Edited March 23, 2012 by Mareca Link to comment Share on other sites More sharing options...
WarRatsG Posted March 23, 2012 Share Posted March 23, 2012 (edited) Thanks :) Few extra details I may be able to code for you... Does the effect have to recharge?Will the fireballs work at the same time as the healing? If there is anything else you specifically want, let me know. Also just realised that the healing script will activate even if the player isnt wearing the armour. Ill be able to fix it properly when I get home, but for now, a temporary fix would be: Scn AutoHealSCRIPT Float fQuestDelayTime Short LowHP Begin GameMode Set fQuestDelayTime to 1 ;The script will check every second to see if you need healing. If player.getequipped <editor id of armour here> == 0 return Endif Set LowHP to ( ( Player.GetBaseAv Health ) * 0.2 ) ;You will be healed at 20% health or lower. If Player.GetAv Health > LowHP Return Else Player.Cast <EditorID of healing spell goes here> ;Forces the player to cast spell endif End Edited March 23, 2012 by WarRatsG Link to comment Share on other sites More sharing options...
Mareca Posted March 23, 2012 Author Share Posted March 23, 2012 (edited) hey.for the fireball it doesnt need to work in the same time.And i dont know for recharging i think few seconds (5 yea) And i dont know what healing spell to use so can you set some id for it? Thats all thanks! I will send you an PM if i wanna some new scripts :biggrin: :thumbsup: Thanks again!I will upload that mod later and i will give you credits! :biggrin: PS:the mod doesn't give new armor just that script that you gave me! Edited March 23, 2012 by Mareca Link to comment Share on other sites More sharing options...
WarRatsG Posted March 23, 2012 Share Posted March 23, 2012 (edited) You could make your own custom healing spell?Same with armour. You can make a duplicate form of armour, then add a script to it. If you have any trouble doing that, I would recommend looking at the CS wiki. It has tutorials for making your own spells and stuff like that. For the record, the fireball script and healing script will have to be combined, or you will have to make 2 sets of armour - one that shoots and one that heals. When I say make a set of armour, I mean create a duplicate form.Any preference? Will there be 1 set of armour with both effects or 2 sets with one effect each? EDIT: First pass at a fireball script... SCN AutoFireballSCRIPT Short IsEquipped Short LowHP Float Timer Ref Activator1 ;Casts the spell Ref Activator2 ;Is the "target" for the spell Begin OnEquip Set LowHP to ( ( Player.GetBaseAv Health ) * 0.2 ) ;Takes effect after player goes below 20% health Set IsEquipped to 1 Set Activator1 to <ReferenceID of activator goes here> Set Activator2 to <ReferenceID of activator goes here> End Begin OnUnequip Set IsEquipped to 0 End Begin GameMode If IsEquipped == 0 Return Else If Timer > 0 Set Timer to ( Timer - GetSecondsPassed ) return Else If Player.GetAv Health > LowHP Return Else Activator1.MoveTo Player 0, 10, 0 Activator2.MoveTo Player 0, 1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots directly ahead of player Activator1.MoveTo Player 0, -10, 0 Activator2.MoveTo Player 0, -1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots directly behind of player Activator1.MoveTo Player 10, 0, 0 Activator2.MoveTo Player 1000, 0, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 90 degrees right of player Activator1.MoveTo Player -10, 0, 0 Activator2.MoveTo Player -1000, 0, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 90 degrees left of player Activator1.MoveTo Player 10, 10, 0 Activator2.MoveTo Player 1000, 1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 45 degrees right of player Activator1.MoveTo Player -10, 10, 0 Activator2.MoveTo Player -1000, 1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 45 degrees left of player Activator1.MoveTo Player -10, -10, 0 Activator2.MoveTo Player -1000, -1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 135 degrees left of player Activator1.MoveTo Player 10, -10, 0 Activator2.MoveTo Player 1000, -1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 135 degrees right of player Set Timer to 5 endif endif endif end What this will do is make 8 fireballs shoot in 45 degree increments from the player's position. They are not technically relevant to the direction the player faces though, but will always originate from the player's position (about 10cm away from it, technically speaking, so that they are in no danger of hitting the player). Also, they will still hurt allies, but you will not be "blamed" for the attack. The fireballs will appear once when you drop below 20% health, and will not fire again for 5 seconds. I have used activators to shoot the spells, which have to be a persistent reference, labelled with a reference ID. If you are not sure make or use them, feel free to ask. I have a feeling that this may not work properly this time round, seen as "MoveTo" has so many bugs. Feel free to give it a try and see if it works as intended though. I'm assuming that this is on a separate set of armour than the healing effect. If not, then please let me know so that I can combine them. Edited March 23, 2012 by WarRatsG Link to comment Share on other sites More sharing options...
Mareca Posted March 23, 2012 Author Share Posted March 23, 2012 (edited) i like itttttt! you are good!I am thinking now that i add it on some NPC and that he has that armour with script effects (i have one script that you are at low health you automacilly get all your health but i dont use it,so that npc would be immortal (only i would kill him with a mehrunes razor!) yeaa that is cool and to have all your scripts on him he will be some BOSS yea!) PS: i will do it tommorow now is late!When i finish it i will upload it ! Edited March 23, 2012 by Mareca Link to comment Share on other sites More sharing options...
WarRatsG Posted March 24, 2012 Share Posted March 24, 2012 Oh, if its not for the player then the script will have to be adjusted. Will do it tomorrow. Btw, need you to explicitly tell me where the script will be - on the armour or the NPC. Link to comment Share on other sites More sharing options...
Mareca Posted March 24, 2012 Author Share Posted March 24, 2012 it will be on the armor.Is it possible to set that when i kill him i take that armor and have that script working? Link to comment Share on other sites More sharing options...
WarRatsG Posted March 25, 2012 Share Posted March 25, 2012 (edited) This code should allow anyone to wear the armour and have fireballs come off of them when they are below 20% health (5 second recharge time). SCN AutoFireballSCRIPT Short IsEquipped Short LowHP Float Timer Ref Activator1 ;Casts the spell Ref Activator2 ;Is the "target" for the spell Ref Container ;The person wearing the armour Begin OnEquip Set Container to GetContainer Set LowHP to ( ( Container.GetBaseAv Health ) * 0.2 ) ;Takes effect after player goes below 20% health Set IsEquipped to 1 Set Activator1 to <ReferenceID of activator goes here> Set Activator2 to <ReferenceID of activator goes here> End Begin OnUnequip Set IsEquipped to 0 End Begin GameMode If Container.GetDead == 1 ;A dead character has less than 20% health. They may shoot fireballs. Return endif If Timer > 0 Set Timer to ( Timer - GetSecondsPassed ) Return Else If IsEquipped == 0 return Else If Container.GetAv Health > LowHP Return Else Activator1.MoveTo Container 0, 10, 0 Activator2.MoveTo Container 0, 1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots directly ahead of player Activator1.MoveTo Container 0, -10, 0 Activator2.MoveTo Container 0, -1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots directly behind of player Activator1.MoveTo Container 10, 0, 0 Activator2.MoveTo Container 1000, 0, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 90 degrees right of player Activator1.MoveTo Container -10, 0, 0 Activator2.MoveTo Container -1000, 0, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 90 degrees left of player Activator1.MoveTo Container 10, 10, 0 Activator2.MoveTo Container 1000, 1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 45 degrees right of player Activator1.MoveTo Container -10, 10, 0 Activator2.MoveTo Container -1000, 1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 45 degrees left of player Activator1.MoveTo Container -10, -10, 0 Activator2.MoveTo Container -1000, -1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 135 degrees left of player Activator1.MoveTo Container 10, -10, 0 Activator2.MoveTo Container 1000, -1000, 0 Activator1.Cast <Editor ID of Fireball spell goes here> Activator2 ;Shoots 135 degrees right of player Set Timer to 5 endif endif endif end And for the healing effect, which will heal when you drop below 20% health (also 5 second recharge time)... Scn AutoHealSCRIPT Short LowHP Short IsEquipped Float Timer Ref Container Ref Activator Begin OnEquip Set Container to getContainer Set Activator to <ref ID of activator> Set LowHP to ( ( Container.GetBaseAv Health ) * 0.2 ) Set IsEquipped to 1 End Begin OnUnequip Set IsEquipped to 0 End Begin GameMode If Timer > 5 Set Timer to ( Timer - GetSecondsPassed ) Return endif If IsEquipped == 0 return Endif If Container.GetAv Health > LowHP Return Else Activator.MoveTo Container Activator.Cast <EditorID of healing spell goes here> ;Automatically healed. Set Timer to 5 endif End Hopefully that should work. If you need them combined, let me know ;) Edited March 25, 2012 by WarRatsG Link to comment Share on other sites More sharing options...
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