rondivu Posted September 22, 2008 Share Posted September 22, 2008 I was thinking, wouldn't be cool if you had a ninja-like character, who's mastered their acrobatics and athletics skill/ and with high speed and agility, and could initiate a "jump and fast move" (i.e., mid-air dash or or teleport move about 5 ft. in a single direction) that consumes both magic and fatigue, by way of jumping and then tapping a direction. Or it could be a straight dash by holding down a button like alt + tapped direction. I realize that this is possible with OBSE and tapkey, just that I have never come across anyone who's done it yet (although Supreme Magicka has the Assassin's Rush... REALLY COOL :thumbsup:, but it doesn't use a button press) . I'm a newbie but I've been working on/researching/experimenting on scripts for a few days and managed to pick up a few things, but... I don't think I have the capability of doing this just yet because... frankly I don't get how to use the "moveto" properly or the tapkey/holdkey properly. I saw this as more of a "crap I'm getting surrounded and need a way out because the dodge moves are to short and I want to do it more stylistically - AND ninjalike." :whistling: However, I think it would be one interesting mod if one wants a fast class and, while in combat, one needs to get away or close in on opponents instantaneously. You could also add a cloud of smoke if you wanted... *cough, cough, NINJALIKE, cough* :biggrin: Link to comment Share on other sites More sharing options...
UnholyShadow Posted September 22, 2008 Share Posted September 22, 2008 There is a mod by OWASephirot http://www.tesnexus.com/downloads/file.php?id=14948 that changes the dodge animations and makes you go alot farther. This could be used as a substitute until you get what you want, which sounds like a very cool idea. Link to comment Share on other sites More sharing options...
rondivu Posted September 22, 2008 Author Share Posted September 22, 2008 COOL haha :thanks: ... yes these are suitable, and definitely something I'm using already hehe. I suppose it would be easier just to modify the animations of the dodge moves which are naturally in game and thus not have to break out some kind of heavy scripting code... although it would be appealing if I had alternative dodge moves... or better yet... different, replaceable dodge moves like in DMC stylish (which can now by applied to character only moves as opposed to just changing the moves for everybody...) and powerattack skill replacers... but... yeah... I think what I really want is just some way to ... ninja teleport, without a spell! WHOOSH like the wind! Now I'm in another pickle... how to do animations... lol. Link to comment Share on other sites More sharing options...
rondivu Posted September 22, 2008 Author Share Posted September 22, 2008 Here is the script I have so far, which moves the character slightly back and slightly higher in the air (so that it doesn't get stuck to the ground).... It has to major innate problems: It WILL teleport through walls... and I'm NOT SURE if the "if" statement is done correctly to check whether the player is on the ground AND moving backwards (I'm not really sure how to use the parenthesis on the if statements). Two things I want to add are a key press (so that I can use it alternatively as an extra dodge move) and a timer to limit it's usage (besides the fact that I'm going to make it eat up your fatigue). _________________________________________ scn NinMovesScript float FactorXfloat FactorZshort Fpercentage begin Gamemode set FactorX to player.getpos x ; gets the x position of player set FactorZ to player.getpos z ; gets the z position of player set Fpercentage to 25 / 100 ; percentage of fatigue cost potentially set Dash to FactorX - 128 ; move backwards about 6 ft set DashHigh to FactorZ + 300 ; move in the air about 14 ft if (player.getfatiguepercentage) < Fpercentage Return endif if (player.IsOnGround) == 1 && (player.IsMovingBackward) == 1 player.setpos x Dash player.setpos z DashHigh player.addspell FatigueDrainSP ; moves player 6ft back and 14ft up with fatigue drain elseif (player.IsOnGround) == 1 && (player.getfatiguepercentage) < Fpercentage player.removespell FatigueDrainSP ; stops the fatigue drain when fatigue is too low and should add timer here endifend Link to comment Share on other sites More sharing options...
rondivu Posted September 28, 2008 Author Share Posted September 28, 2008 been working with blender... for custom animations... but its going to take me a while before i truly learn it though... maybe I can make my own custom animations instead of doing this. LOL. Just got an idea... custom animations plus this would =PWNAGE :biggrin: Link to comment Share on other sites More sharing options...
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