fg109 Posted March 28, 2012 Share Posted March 28, 2012 (edited) Not sure if this event is triggered when unequipping spells, but you can try it: Keyword property ArmorShield auto Weapon property Unarmed auto Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) if (akBaseObject as Weapon) || (akBaseObject as Spell) || (akBaseObject.HasKeyword(ArmorShield) ;just unequipped a weapon/spell/shield Utility.Wait(1) ;in case it was switching equipment, make sure the equipment is equipped before running if (GetEquippedItemType(0) == 0) && (GetEquippedItemType(1) == 0) ;unarmed in both hands EquipItem(Unarmed, false, true) endif endif EndEvent Edited March 28, 2012 by fg109 Link to comment Share on other sites More sharing options...
Woverdude Posted March 28, 2012 Author Share Posted March 28, 2012 Thanks, I got it working. And now my leveling script is working as well. :D Right now, ya'll, I am working on getting the Pillars added and working. The Pillars are like the Standing Stones and will give you unique abilities that allow you to specialize your Unarmed combat. If you have ideas for Pillars, please feel free to share them. :-) Link to comment Share on other sites More sharing options...
Woverdude Posted March 29, 2012 Author Share Posted March 29, 2012 Alrighty, I've got a quick scripting question: How do I make a perk/script/item be added or executed when the game loads. I assume that there is some event for it, but I cannot find it on the CK wiki. I thought that OnLoad might do it, but that has to do with the loading of 3d objects. Link to comment Share on other sites More sharing options...
fg109 Posted March 30, 2012 Share Posted March 30, 2012 You can create a quest that is start game enabled, and then add the items to the player through the quest script's OnInit() event. Or you could assign the player to a reference alias. Link to comment Share on other sites More sharing options...
Woverdude Posted March 30, 2012 Author Share Posted March 30, 2012 Thanks. :smile: Alrighty, ya'll, an update. I've finished the coding, the leveling system, the perks, and am now finishing up the Pillars. Below are the Pillar ideas that I had: Pillar of the Shadow Monk: Location: the Shadow StoneAdds perk that multiplies sneakattack damage by 6 for Unarmed Attacks. (Added)Adds perk that fortifies Sneak by 10 when Unarmored. (Added) Pillar of the Elemental Monk:Location: Hill crest north-east of Sleeping Tree CampAdds perk that does 5 Shock, fire, or frost damage upon Unarmed Attacks. Adds spell that lets players switch between magic type. (Added)Adds perk that adds 20 MagicResist when Unarmored. (Added) Note: Have Global Variable that is equal to 1, 2, or 3. When you choose an element, it sets the Variable to one of those numbers. The perk checks the value of the Variable. Depending on what number it is, it will apply a different combat hit spell.Note: Add lesser power to player that runs script, lets them choose the type. There are three perks for each one with their own spells. Pillar of the Dimensions:Adds lesser power that teleports player randomly (like the bosses do sometimes). Pillar of Aptitude:Location: Guardian StonesAdds perk that multiplies Mod (both) by 1.20 so that level increases faster (Added) Pillar of the Healer:Adds perk that heals allies within ten feet by 3 per second. Pillar of the Wielder:Adds perk that multiplies damage with Fist Weapons by 1.25 Pillar of the Seer:Adds lesser power that blinds the player but also casts detect life and detect dead. Please, make any suggestions for changes/additions that you can think of. I have had some problems with making some of these, though, and am in need of help. For the Dimensions power, I tried using the Teleportation ability that is used by a mage in a certain quest. For whatever, reason, though, it did not transport the player. All of the effects ran, but the player did not move. Even if it did work, though, I don't really want the teleportation to be based upon how many hits the player has taken, but let the player cast the teleportation spell as a Lesser Power. Does anyone have any ideas, scripts, or suggestions on how to get this working? The Seer power is also not working. I got everything working but the Blind effect. For some reason, it doesn't seem to do anything when it is a Concentration spell. I'm wondering if the Blind spell actually does anything to the Player. Does it actually decrease the amount of light that is seen or does it just modify the sneaking tables? I also ran into a bug when adding a Pillar to the world. For some reason, when I zoom out to the Map that section is greyed out as if the whole cell was deleted or something. But I can fast travel to the Pillar and the place looks completely normal? Does anyone know what could have caused this? Link to comment Share on other sites More sharing options...
fg109 Posted March 31, 2012 Share Posted March 31, 2012 I don't know what script you're talking about for the teleportation power, but it's easy enough to make one yourself. Scriptname Example extends ActiveMagicEffect {Self target spell script to move caster a random distance in a random direction.} Float property DistanceMax auto Float property DistanceMin auto Event OnEffectStart(Actor akTarget, Actor akCaster) Float Distance = Utility.RandomFloat(DistanceMin, DistanceMax) Float Direction = Utility.RandomFloat(-180.0, 180.0) Float OffsetX = Distance * Math.Sin(Direction) Float OffsetY = Distance * Math.Cos(Direction) akTarget.MoveTo(akTarget, OffsetX, OffsetY, 0) EndEvent As for the Blind spell, I have no idea if it works on the player or not. If it doesn't, you might want to mess around with some imagespace modifiers. Link to comment Share on other sites More sharing options...
Woverdude Posted March 31, 2012 Author Share Posted March 31, 2012 Thanks. I'll try out that teleportation script. :-) I'm pretty sure that what the Blind spell actually does is modify the Sneaking variables, rather than actually change the vision. I'm not sure how the graphic display stuff works, though. Aright, so I've written the script that manages the Pillars (like the Standing Stones). It is based on the powerShrineScript in the vanilla game that manages the Standing Stones. The compiler is rejecting a certain part of it, though, and I'm not sure why. Here's the error message: c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\WoMpowerPillarScript.psc(54,5): missing FUNCTION at 'DOONCE' c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\WoMpowerPillarScript.psc(54,11): mismatched input '=' expecting LPAREN c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\WoMpowerPillarScript.psc(0,0): error while attempting to read script WoMpowerPillarScript: Object reference not set to an instance of an object. And here's the script (rather long): scriptName WoMpowerPillarScript extends ObjectReference import gameimport utility String property graphVariable auto ; //which pillar are weBOOL Property bAptitude autoBOOL Property bDimensions autoBOOL Property bElemental autoBOOL Property bHealer autoBOOL Property bSeer autoBOOL Property bShadow autoBOOL Property bWielder auto ; //list of the effectsSPELL Property eDimensions autoSPELL Property eSeer auto ; //Elemental choosing spellSPELL Property eElementalChoose auto ; //list of the perksPERK Property pAptitude autoPERK Property pElemental autoPERK Property pHealer autoPERK Property pShadowDam autoPERK Property pShadowSneak autoPERK Property pWielder auto ; //list of messagesMESSAGE Property mAptitudeMSG autoMESSAGE Property mDimensionsMSG autoMESSAGE Property mElementalMSG autoMESSAGE Property mHealerMSG autoMESSAGE Property mSeerMSG autoMESSAGE Property mShadowMSG autoMESSAGE Property mWielderMSG auto MESSAGE Property mAptitudeRemovedMSG autoMESSAGE Property mDimensionsRemovedMSG autoMESSAGE Property mElementalRemovedMSG autoMESSAGE Property mHealerRemovedMSG autoMESSAGE Property mSeerRemovedMSG autoMESSAGE Property mShadowRemovedMSG autoMESSAGE Property mWielderRemovedMSG auto ; //the already have messageMESSAGE Property mPillarAlreadyHaveMSG ;********************************* BOOL DOONCE=TRUE Auto State base EVENT onACTIVATE(OBJECTREFERENCE obj) ; //check to see if the player is the activator and we havent already activated IF(doOnce && obj AS ACTOR == game.getPlayer()) doOnce = FALSE ; //if we already have the power and this is the pillar then kick the player out IF(bAptitude && game.getPlayer().hasPerk(pAptitude)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bDimensions && game.getPlayer().hasSpell(pDimensions)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bElemental && game.getPlayer().hasPerk(pElemental)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bHealer && game.getPlayer().hasPerk(pHealer)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bSeer && game.getPlayer().hasSpell(pSeer)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bShadow && game.getPlayer().hasPerk(pShadowDam)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bWielder && game.getPlayer().hasPerk(pWielder)) mPillarAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSE ; // present them with the choice IF(showPath() == 0) removePath() addPath() SELF.playAnimation("playanim01") utility.wait(15) doOnce = TRUE ELSE utility.wait(2) doOnce = TRUE ENDIF ENDIF ENDIF endEVENT endState int FUNCTION showPath() int pathHolder IF(bAptitude) signHolder = mAptitudeMSG.show() ELSEIF(bDimensions) signHolder = mDimensionsMSG.show() ELSEIF(bElemental) signHolder = mElementalMSG.show() ELSEIF(bHealer) signHolder = mHealerMSG.show() ELSeIF(bSeer) signHolder = mSeerMSG.show() ELSEIF(bShadow) signHolder = mShadowMSG.show() ELSEIF(bWielder) signHolder = mWielderMSG.show() ENDIF RETURN signHolder endFUNCTION ; //FUNCTION: addPath; //; // adds the Path of the Pillar to the playerFUNCTION addPath() IF(bAptitude) game.getPlayer().addPerk(pAptitude) ELSEIF(bDimensions) game.getPlayer().addSpell(eDimensions) ELSEIF(bElemental) game.getPlayer().addPerk(pElemental) game.getPlayer().addSpell(eElementalChoose) ELSEIF(bHealer) game.getPlayer().addPerk(pHealer) ELSeIF(bSeer) game.getPlayer().addSpell(pSeer) ELSEIF(bShadow) game.getPlayer().addPerk(pShadowDam) game.getPlayer().addPerk(pShadowSneak) ELSEIF(bWielder) game.getPlayer().addPerk(pWielder) ENDIF endFUNCTION ; //FUNCTION: removePath; //; // Removes all of the paths currently on the playerFUNCTION removeSign() IF(game.getPlayer().hasPerk(pAptitude)) game.getPlayer().removePerk(pAptitude) mAptitudeRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(eDimensions)) game.getPlayer().removeSpell(eDimensions) mDimensionsRemovedMSG.show() ELSEIF(game.getPlayer().hasPerk(pElemental)) game.getPlayer().removeSpell(eElementalChoose) game.getPlayer().removePerk(pElemental) mElementalRemovedMSG.show() ELSEIF(game.getPlayer().hasPerk(pHealer)) game.getPlayer().removePerk(pHealer) mHealerRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(eSeer)) game.getPlayer().removeSpell(eSeer) mSeerRemovedMSG.show() ELSEIF(game.getPlayer().hasPerk(pShadowDam) game.getPlayer().removePerk(pShadowDam) game.getPlayer().removePerk(pShadowSneak) mShadowRemovedMSG.show() ELSEIF(game.getPlayer().hasPerk(pWielder)) game.getPlayer().removePerk(pWielder) mWielderRemovedMSG.show() ENDIF endFUNCTION ;************************************ State waiting ;do nothingendState ;************************************ Here's the original Standing Stones script: scriptName powerShrineScript extends ObjectReference import gameimport utility String property graphVariable auto ; //which stone are weBOOL PROPERTY bApprentice AUTOBOOL PROPERTY bAtronach AUTOBOOL PROPERTY bLady AUTOBOOL PROPERTY bLord AUTOBOOL PROPERTY bLover AUTOBOOL PROPERTY bMage AUTOBOOL PROPERTY bRitual AUTOBOOL PROPERTY bSerpent AUTOBOOL PROPERTY bShadow AUTOBOOL PROPERTY bSteed AUTOBOOL PROPERTY bThief AUTOBOOL PROPERTY bTower AUTOBOOL PROPERTY bWarrior AUTO ; //list of the effectsSPELL PROPERTY pDoomApprenticeAbility AUTOSPELL PROPERTY pdoomApprenticeNegativeAbility AUTOSPELL PROPERTY pDoomAtronachAbility AUTOSPELL PROPERTY pDoomLadyAbility AUTOSPELL PROPERTY pDoomLordAbility AUTOSPELL PROPERTY pDoomLoverAbility AUTOSPELL PROPERTY pDoomMageAbility AUTOSPELL PROPERTY pDoomRitualAbility AUTOSPELL PROPERTY pDoomSerpentAbility AUTOSPELL PROPERTY pDoomShadowAbility AUTOSPELL PROPERTY pDoomSteedAbility AUTOSPELL PROPERTY pDoomThiefAbility AUTOSPELL PROPERTY pDoomTowerAbility AUTOSPELL PROPERTY pDoomWarriorAbility AUTO ; //list of the messagesMESSAGE PROPERTY pDoomApprenticeMSG AUTOMESSAGE PROPERTY pDoomAtronachMSG AUTOMESSAGE PROPERTY pDoomLadyMSG AUTOMESSAGE PROPERTY pDoomLordMSG AUTOMESSAGE PROPERTY pDoomLoverMSG AUTOMESSAGE PROPERTY pDoomMageMSG AUTOMESSAGE PROPERTY pDoomRitualMSG AUTOMESSAGE PROPERTY pDoomSerpentMSG AUTOMESSAGE PROPERTY pDoomShadowMSG AUTOMESSAGE PROPERTY pDoomSteedMSG AUTOMESSAGE PROPERTY pDoomThiefMSG AUTOMESSAGE PROPERTY pDoomTowerMSG AUTOMESSAGE PROPERTY pDoomWarriorMSG AUTO MESSAGE PROPERTY pDoomApprenticeRemovedMSG AUTOMESSAGE PROPERTY pDoomAtronachRemovedMSG AUTOMESSAGE PROPERTY pDoomLadyRemovedMSG AUTOMESSAGE PROPERTY pDoomLordRemovedMSG AUTOMESSAGE PROPERTY pDoomLoverRemovedMSG AUTOMESSAGE PROPERTY pDoomMageRemovedMSG AUTOMESSAGE PROPERTY pDoomRitualRemovedMSG AUTOMESSAGE PROPERTY pDoomSerpentRemovedMSG AUTOMESSAGE PROPERTY pDoomShadowRemovedMSG AUTOMESSAGE PROPERTY pDoomSteedRemovedMSG AUTOMESSAGE PROPERTY pDoomThiefRemovedMSG AUTOMESSAGE PROPERTY pDoomTowerRemovedMSG AUTOMESSAGE PROPERTY pDoomWarriorRemovedMSG AUTO ; //list of Rested spells -- need to remove just for the LoverSpell Property pRested AutoSpell Property pWellRested AutoSpell Property pMarriageRested Auto ; //the perk for RitualPERK PROPERTY pDoomRitualPerk AUTO ; //the already have messageMESSAGE PROPERTY pDoomAlreadyHaveMSG AUTO ;************************************ BOOL DOONCE=TRUE Auto State base EVENT onACTIVATE(OBJECTREFERENCE obj) ; //check to see if the player is the activator and we havent already activated IF(doOnce && obj AS ACTOR == game.getPlayer()) doOnce = FALSE ; //if we already have the power and this is the stone then kick the player out IF(bApprentice && game.getPlayer().hasSpell(pDoomApprenticeAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bAtronach && game.getPlayer().hasSpell(pDoomAtronachAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bLady && game.getPlayer().hasSpell(pDoomLadyAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bLord && game.getPlayer().hasSpell(pDoomLordAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bLover && game.getPlayer().hasSpell(pDoomLoverAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bMage && game.getPlayer().hasSpell(pDoomMageAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bRitual && game.getPlayer().hasSpell(pDoomRitualAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bSerpent && game.getPlayer().hasSpell(pDoomSerpentAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bShadow && game.getPlayer().hasSpell(pDoomShadowAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bSteed && game.getPlayer().hasSpell(pDoomSteedAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bThief && game.getPlayer().hasSpell(pDoomThiefAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bTower && game.getPlayer().hasSpell(pDoomTowerAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSEIF(bWarrior && game.getPlayer().hasSpell(pDoomWarriorAbility)) pDoomAlreadyHaveMSG.show() utility.wait(2) doOnce = TRUE ELSE ; // present them with the choice IF(showSign() == 0) removeSign() addSign() SELF.playAnimation("playanim01") utility.wait(15) doOnce = TRUE ELSE utility.wait(2) doOnce = TRUE ENDIF ENDIF ENDIF endEVENT endState int FUNCTION showSign() int signHolder IF(bApprentice) signHolder = pDoomApprenticeMSG.show() ELSEIF(bAtronach) signHolder = pDoomAtronachMSG.show() ELSEIF(bLady) signHolder = pDoomLadyMSG.show() ELSEIF(bLord) signHolder = pDoomLordMSG.show() ELSeIF(bLover) signHolder = pDoomLoverMSG.show() ELSEIF(bMage) signHolder = pDoomMageMSG.show() ELSEIF(bRitual) signHolder = pDoomRitualMSG.show() ELSEIF(bSerpent) signHolder = pDoomSerpentMSG.show() ELSEIF(bShadow) signHolder = pDoomShadowMSG.show() ELSEIF(bSteed) signHolder = pDoomSteedMSG.show() ELSEIF(bThief) signHolder = pDoomThiefMSG.show() ELSEIF(bTower) signHolder = pDoomTowerMSG.show() ELSEIF(bWarrior) signHolder = pDoomWarriorMSG.show() ENDIF RETURN signHolder endFUNCTION ; //FUNCTION: addSign; //; // adds the sign of the stone to the playerFUNCTION addSign() game.AddAchievement(29) IF(bApprentice) game.getPlayer().addSpell(pDoomApprenticeAbility) game.getPlayer().addSpell(pdoomApprenticeNegativeAbility) ELSEIF(bAtronach) game.getPlayer().addSpell(pDoomAtronachAbility) ELSEIF(bLady) game.getPlayer().addSpell(pDoomLadyAbility) ELSEIF(bLord) game.getPlayer().addSpell(pDoomLordAbility) ELSeIF(bLover) game.getPlayer().removeSpell(pRested) game.getPlayer().removeSpell(pWellRested) game.getPlayer().removeSpell(pMarriageRested) game.getPlayer().addSpell(pDoomLoverAbility) ELSEIF(bMage) game.getPlayer().addSpell(pDoomMageAbility) ELSEIF(bRitual) game.getPlayer().addSpell(pDoomRitualAbility) game.getPlayer().addPerk(pdoomRitualPerk) ELSEIF(bSerpent) game.getPlayer().addSpell(pDoomSerpentAbility) ELSEIF(bShadow) game.getPlayer().addSpell(pDoomShadowAbility) ELSEIF(bSteed) game.getPlayer().addSpell(pDoomSteedAbility) ELSEIF(bThief) game.getPlayer().addSpell(pDoomThiefAbility) ELSEIF(bTower) game.getPlayer().addSpell(pDoomTowerAbility) ELSEIF(bWarrior) game.getPlayer().addSpell(pDoomWarriorAbility) ENDIF endFUNCTION ; //FUNCTION: removeSign; //; // Removes all of the signs currently on the playerFUNCTION removeSign() IF(game.getPlayer().hasSpell(pDoomApprenticeAbility)) game.getPlayer().removeSpell(pDoomApprenticeAbility) game.getPlayer().removeSpell(pdoomApprenticeNegativeAbility) pDoomApprenticeRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomAtronachAbility)) game.getPlayer().removeSpell(pDoomAtronachAbility) pDoomAtronachRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomLadyAbility)) game.getPlayer().removeSpell(pDoomLadyAbility) pDoomLadyRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomLordAbility)) game.getPlayer().removeSpell(pDoomLordAbility) pDoomLordRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomLoverAbility)) game.getPlayer().removeSpell(pDoomLoverAbility) pDoomLoverRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomMageAbility)) game.getPlayer().removeSpell(pDoomMageAbility) pDoomMageRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomRitualAbility)) game.getPlayer().removeSpell(pDoomRitualAbility) pDoomRitualRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomSerpentAbility)) game.getPlayer().removeSpell(pDoomSerpentAbility) pDoomSerpentRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomShadowAbility)) game.getPlayer().removeSpell(pDoomShadowAbility) pDoomShadowRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomSteedAbility)) game.getPlayer().removeSpell(pDoomSteedAbility) pDoomSteedRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomThiefAbility)) game.getPlayer().removeSpell(pDoomThiefAbility) pDoomThiefRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomTowerAbility)) game.getPlayer().removeSpell(pDoomTowerAbility) pDoomTowerRemovedMSG.show() ELSEIF(game.getPlayer().hasSpell(pDoomWarriorAbility)) game.getPlayer().removeSpell(pDoomWarriorAbility) pDoomWarriorRemovedMSG.show() ENDIF endFUNCTION ;************************************ State waiting ;do nothingendState ;************************************ The error is being found at the BOOL DOONCE=TRUE line below where the properties are defined. While it works for the Standing Stones script, it is generating an error for mine. For some reason it seems to want parentheses where '=' is, but that doesn't make sense and didn't work when I tried it. Any idea what's happening? Link to comment Share on other sites More sharing options...
fg109 Posted March 31, 2012 Share Posted March 31, 2012 You're missing an auto: MESSAGE Property mPillarAlreadyHaveMSG Link to comment Share on other sites More sharing options...
FrankFrank Posted April 3, 2012 Share Posted April 3, 2012 (edited) Regarding the proposed unarmoured perks if I may suggest the following Unarmored:+ Raises DamageResist when Unarmored (three perks, 20, 40, 60) (U+) (Added)This seems fitting but adding a natural magic resistance to this perk would make it more appealing albeit possibly overpowered + Speed increase (Unarmored)(Added)Agreed + (Suggestion anyone?)Still thinking... + Power Attacks cost 25% less stamina when not wearing armorI would suggest that all things that consume stamina are reduced when not wearing armour as a better alternative. Speaking realistically, not being weighed down by heavy armour would make all physical motions less taxing. So logically sprinting, jumping and all types of attacks requiring physical motion would take far less effort. + Enemy Unarmed attacks do a reduced damage amount (Unarmored)Although it makes sense in the lore of a monk this seems like a wasted perk considering the times that you will face an opponent using hand to hand combat are fairly slim. I would suggest something more along the lines of chance to evade all damage which I believe has already been suggested. In the perk tree this could be slotted after the speed increase perk which would likely already be high on the tree. Turning this into either an actionable skill or adding an dodge animation upon a successful evasion would make this very interesting. Edited April 3, 2012 by FrankFrank Link to comment Share on other sites More sharing options...
20Qout Posted April 6, 2012 Share Posted April 6, 2012 If I may make a suggestion, I think that there should be some sort of unarmed perk that lets you knock over and ragdoll enemies, like a FUSROHDAH, but less powerful. 100 Unarmed, in order to get this, and it could do around 20 damage, with a chance to paralyze that target for 7 seconds. Link to comment Share on other sites More sharing options...
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