billypnats Posted June 15, 2008 Share Posted June 15, 2008 I don't know how the "short" and "long" command on the scripts work. I analysed other mods and I still have no clue. Does it allow aliases for other commands? but how does TES know which one it corresponds to? Second Question: Im trying to make a script for a weapon that onequip, adds a spell to you that fortifies something (like str, int, etc) but drains your magicka in the process and when your magicka hits a certain percentage, the spell is removed. What are the commands that decreases your magicka? and commands that detects it (something like a GetMagicka command) Link to comment Share on other sites More sharing options...
LoginToDownload Posted June 16, 2008 Share Posted June 16, 2008 "Short", "Long" (Rarely used), "Float", and "Ref" aren't so much traditional functions as declaring variables. So putting "Short MyVariable" (traditionally outside any begin/end) blocks would allow you to store a number with MyVariable. More on variables can be found here. The script in question might have a different optimal design depending on whether it's used on the player or an NPC... If it's used on the player, it might be better to add/remove "ability" spells and maybe split the script into one on the magic effect and one on the weapon for adding it, but on NPCs, AddSpell effects all the NPC-references that use that form, which could cause trouble. Without OBSE, I can't think of a way to do it for NPCs without causing trouble. Depending on how you want adding/removing the spell to go, OnEquip might not be the ideal begin/end block, but if you want to add the spell only OnEquip, and if the player's magicka runs down it serves as a mundane weapon until unequipped and re-equipped, this should work for the player only. (Object script, attached to the weapon)scn ArcaneFuryWeaponScript ref wielder ;"Ref" variables store a reference, like a specific Iron Shortsword. In this case, it's being used to check if the player is the one wielding it. Begin OnEquip set wielder to GetContainer ;Needless to say, GetContainer can return an NPC who has the object in its inventory, instead of just traditional "Chest" containers. if (wielder == player && wielder.GetActorValue Magicka >= (wielder.GetBaseActorValue Magicka / 2) ) ;You can use GetAV or GetBaseAV in scripts for short. Here I check if the player's magicka is half or more, but you can divide GetBaseAV by pretty much anything else. player.AddSpell ArcaneFury endif end (Magic Effect script attached to the ArcaneFury "Ability" spell, that includes whatever Fortify effect you want, and Damage Magicka) scn ArcaneFuryScript Begin ScriptEffectUpdate if (GetAV Magicka < (GetBaseAV Magicka / 2) ) ;Same check as was done on the weapon, except backwards. RemoveSpell ArcaneFury endif end Link to comment Share on other sites More sharing options...
nosisab Posted June 16, 2008 Share Posted June 16, 2008 I don't know how the "short" and "long" command on the scripts work. I analysed other mods and I still have no clue. Does it allow aliases for other commands? but how does TES know which one it corresponds to? Second Question: Im trying to make a script for a weapon that onequip, adds a spell to you that fortifies something (like str, int, etc) but drains your magicka in the process and when your magicka hits a certain percentage, the spell is removed. What are the commands that decreases your magicka? and commands that detects it (something like a GetMagicka command)Beside the clues from LoginToDownload the better next thing is using "Help", yes, that CS's menu for some reason nobody uses... it will link you to the Wiki documentation where you find all you need to begin modding. Link to comment Share on other sites More sharing options...
billypnats Posted June 16, 2008 Author Share Posted June 16, 2008 Beside the clues from LoginToDownload the better next thing is using "Help", yes, that CS's menu for some reason nobody uses... it will link you to the Wiki documentation where you find all you need to begin modding. Well I searched it, there isn't any thing like getmagickavalue command out there Oh yea THnx LoginToDownload, I've got the script working now Link to comment Share on other sites More sharing options...
nosisab Posted June 16, 2008 Share Posted June 16, 2008 Beside the clues from LoginToDownload the better next thing is using "Help", yes, that CS's menu for some reason nobody uses... it will link you to the Wiki documentation where you find all you need to begin modding. Well I searched it, there isn't any thing like getmagickavalue command out there Oh yea THnx LoginToDownload, I've got the script working nowMost of options involving actors (NPCs,Creatures and even the player) are under the form of Get/Mod/SetActorValue, ActorBaseValue and AV2 (aways with one of those 3, Get, Mod or Set). just be aware some of then needs OBSE understanding the differences between Base, current and the AV2 is fundamental to good scripting. Link to comment Share on other sites More sharing options...
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