lordbevan1 Posted March 31, 2018 Share Posted March 31, 2018 I'm looking to make an armor set which, when all the pieces are worn, creates a 50% chance for the player to take no damage from attacks, but I have no idea how to go about this. Please help? Link to comment Share on other sites More sharing options...
TheWormpie Posted March 31, 2018 Share Posted March 31, 2018 1. You need a perk object with a "Mod Incoming Damage" entry point that only runs 50% of the times, or something similar. I don't have enough knowledge on this subject to guide you properly, but perhaps someone else can.2. You need an OnEquipped event on all set pieces that checks whether you have the other set pieces equipped, then adds the perk to the player if you do.3. You need an OnUnequipped event on all set pieces that removes the perk from the player. Link to comment Share on other sites More sharing options...
lordbevan1 Posted March 31, 2018 Author Share Posted March 31, 2018 Thank you! Link to comment Share on other sites More sharing options...
lordbevan1 Posted March 31, 2018 Author Share Posted March 31, 2018 can someone find the script used by the Deathbrand armor? I can't seem to find it. Link to comment Share on other sites More sharing options...
TheWormpie Posted March 31, 2018 Share Posted March 31, 2018 Not because I know, but it might not be scripted at all. Take a look at the enchantment and its connected magic effects and see if there are any conditions that make them run when you are wearing one or more Deathbrand armor pieces. Link to comment Share on other sites More sharing options...
lordbevan1 Posted March 31, 2018 Author Share Posted March 31, 2018 ok, thank you! also, can you tell me how to set up GetRandomPercent such that the perk entry point it's attached to only applies itself half the time? like would ">" and "49" work, or...? Link to comment Share on other sites More sharing options...
lordbevan1 Posted March 31, 2018 Author Share Posted March 31, 2018 so the deathbrand armor doesn't use a script. Turns out there's a condition function "WornApparelHasKeywordCount", which counts the number of items you have equipped with a given keyword, and based on that either applies the effect or not. Link to comment Share on other sites More sharing options...
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