Rizalgar Posted December 13, 2018 Author Share Posted December 13, 2018 (edited) You're like some kind of bad ass aren't you? Teach me oh wise one! Believe it or not, I used to be really good at Morrowind scripting back when I was like thirteen lol. But that was over a decade ago, I don't remember how to do it worth a crap now lol. I really do appreciate you takin the time to help me out. It is very awesome of you And to answer the buff question, I thought about doing a single strong buff with all 8 pieces, but I decided it would be cooler ( for some reason ) to have it kind of like ESO where you get it for x amount of pieces equipped you get a buffSo I will definitely incorporate this and see what magic you have given unto me! Edit -- Yep, getting nothing from the script. But why do I feel like you did it intentionally to force me to figure it out for myself? Well, challenge accepted, I say! lol I'm sure I'll be back here in a while to tell you I can't figure it out Edited December 13, 2018 by Rizalgar Link to comment Share on other sites More sharing options...
cyran0 Posted December 13, 2018 Share Posted December 13, 2018 You do realize I did not provide the entire script - just the sections that were edited. You still need your timer and set state to 1 along with your original declarations. I showed the declaration of the new variable - that probably caused confusion. Link to comment Share on other sites More sharing options...
Rizalgar Posted December 13, 2018 Author Share Posted December 13, 2018 (edited) Ah no I figured as much. I do have a question though. Since at the Script State == 1 you also call Set armorCount to 0 won't that put the spell add/removal in an endless loop? Or am I mistaken? Edited December 13, 2018 by Rizalgar Link to comment Share on other sites More sharing options...
cyran0 Posted December 13, 2018 Share Posted December 13, 2018 'armorCount' is independent of 'state' so it should not. It is necessary to reset armorCount to 0 before each inventory check otherwise the stored value would keep growing even if the player had only one piece of armor. Link to comment Share on other sites More sharing options...
Rizalgar Posted December 13, 2018 Author Share Posted December 13, 2018 Ok. Thanks once again to your awesome help I've got it working. I don't know if I just did something wrong altogether from the example you gave me, but I got it working with these minor tweaks Begin _RizAdSet Short State short Counter If ( State == 0 ) Set State to 1 EndIf If ( State == 1 ) Set Counter to 0 EndIf If ( Counter == 0 ) If ( ( Player->HasItemEquipped, "adamantium_bracer_left" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_bracer_right" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf Set State to 2 EndIf If ( State == 2 ) If ( Counter >= 2 ) Player->AddSpell, "_RizAd2Set" EndIf Set State to 3 EndIf If ( State == 3 ) If ( Counter <= 1 ) Player->RemoveSpell, "_RizAd2Set" EndIf EndIf Set State to 0 End _RizAdSet Link to comment Share on other sites More sharing options...
Rizalgar Posted December 13, 2018 Author Share Posted December 13, 2018 And here is the full, completely functional, 100% working script. Damn you're awesome Cyran!!! Begin _RizAdSet Short State short Counter If ( State == 0 ) Set State to 1 EndIf If ( State == 1 ) Set Counter to 0 EndIf If ( Counter == 0 ) If ( ( Player->HasItemEquipped, "adamantium_bracer_left" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_bracer_right" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium boots" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_cuirass" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_greaves" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_pauldron_left" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_pauldron_right" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf If ( ( Player->HasItemEquipped, "adamantium_helm" ) >= 1 ) Set Counter to ( Counter + 1 ) EndIf Set State to 2 EndIf If ( State == 2 ) If ( Counter >= 2 ) Player->AddSpell, "_RizAd2Set" EndIf If ( Counter >= 3 ) Player->AddSpell, "_RizAd3Set" EndIf If ( Counter >= 4 ) Player->AddSpell, "_RizAd4Set" EndIf If ( Counter >= 5 ) Player->AddSpell, "_RizAd5Set" EndIf If ( Counter >= 6 ) Player->AddSpell, "_RizAd6Set" EndIf If ( Counter >= 7 ) Player->AddSpell, "_RizAd7Set" EndIf If ( Counter >= 8 ) Player->AddSPell, "_RizAd8Set" EndIf Set State to 3 EndIf If ( State == 3 ) If ( Counter <= 1 ) Player->RemoveSpell, "_RizAd2Set" Player->RemoveSpell, "_RizAd3Set" Player->RemoveSpell, "_RizAd4Set" Player->RemoveSpell, "_RizAd5Set" Player->RemoveSpell, "_RizAd6Set" Player->RemoveSpell, "_RizAd7Set" Player->RemoveSpell, "_RizAd8Set" EndIf If ( Counter <= 2 ) Player->RemoveSpell, "_RizAd3Set" Player->RemoveSpell, "_RizAd4Set" Player->RemoveSpell, "_RizAd5Set" Player->RemoveSpell, "_RizAd6Set" Player->RemoveSpell, "_RizAd7Set" Player->RemoveSpell, "_RizAd8Set" EndIf If ( Counter <= 3 ) Player->RemoveSpell, "_RizAd4Set" Player->RemoveSpell, "_RizAd5Set" Player->RemoveSpell, "_RizAd6Set" Player->RemoveSpell, "_RizAd7Set" Player->RemoveSpell, "_RizAd8Set" EndIf If ( Counter <= 4 ) Player->RemoveSpell, "_RizAd5Set" Player->RemoveSpell, "_RizAd6Set" Player->RemoveSpell, "_RizAd7Set" Player->RemoveSpell, "_RizAd8Set" EndIf If ( Counter <= 5 ) Player->RemoveSpell, "_RizAd6Set" Player->RemoveSpell, "_RizAd7Set" Player->RemoveSpell, "_RizAd8Set" EndIf If ( Counter <= 6 ) Player->RemoveSpell, "_RizAd7Set" Player->RemoveSpell, "_RizAd8Set" EndIf If ( Counter <= 7 ) Player->RemoveSpell, "_RizAd8Set" EndIf EndIf Set State to 0 End _RizAdSet Link to comment Share on other sites More sharing options...
cyran0 Posted December 13, 2018 Share Posted December 13, 2018 Congratulations - and well done... you compensated for a flaw in my orginal script. I failed to take into account that the player might remove armor yet still have enough equipped to qualify for a bluff. I stripped all the buffs at once. It would have been fixed the next time the script ran, but your solution is elegant in removing only those buffs that the player did not merit. The student is now the master :wink: Link to comment Share on other sites More sharing options...
Rizalgar Posted December 13, 2018 Author Share Posted December 13, 2018 The student is now the master :wink: You're leagues beyond me lol but I will admit that I'm startin to learn a thing or two :) Link to comment Share on other sites More sharing options...
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