Sirxon Posted August 17, 2012 Share Posted August 17, 2012 Hi guys, currently im working on overhauling One Handed perk.I managed to create most of the perks and theyre working but i have trouble with one perk im trying to make.Basically it affects axes only and the damage is depended on the target's health percentage, now damage increases when enemies health lowers down from 100 % to 0 %. Damage increases by +5 damage, so perk should have efffect:100 % hp and lower +5 damage, 90 % and lower +10 damage, 80 % and lower +15 damage etc. so max damage added should be 150. Link to comment Share on other sites More sharing options...
tg08096 Posted August 17, 2012 Share Posted August 17, 2012 Have you looked at the destruction perks above the augmented fire/frost/shock? The ones that paralyze, disintegrate, or cause the enemy to flee "if their health is low"? You should be able to apply the same functionality to your perk. You might have to do something creative with abilities and conditions or something similar but it should work Edit: now that I think about it, those effects are included in the spells themselves with conditions that apply the effect if the perk is present. I'm thinkin you could still use a similar effect if you created a magic effect that applies a perk that modifies attack damage with the condition axe, apply that magic effect to an ability (spell) with multiple instances of the magic effect with conditions for the percentages of enemy health, and then apply that ability to your perk. Sorry that explanation is kinda cluster f-ish but I'm on a phone atm. Link to comment Share on other sites More sharing options...
Sirxon Posted August 17, 2012 Author Share Posted August 17, 2012 Ah tnx! Do you have more ideas other than this maybe? Link to comment Share on other sites More sharing options...
tg08096 Posted August 17, 2012 Share Posted August 17, 2012 For perks in general or for ways to make this particular perk work? Link to comment Share on other sites More sharing options...
Sirxon Posted August 17, 2012 Author Share Posted August 17, 2012 This perk :D. Link to comment Share on other sites More sharing options...
tg08096 Posted August 17, 2012 Share Posted August 17, 2012 Ok, I wanted to explain this a little better than how I did. These are the steps I took in the CK to do what I think you want to do. I don't know how much experience you have, so apologies if this is all elementary to you, but I figured I'd break it down. ===Step 1=== Create a new perk. This is not your actual perk but one of many that will supply the effect you want to have. I gave the first one the ID 90up. You might want to give yours a prefix if you use one. In the conditions box in the middle, give it the condition: GetActorValuePercent [Health] > 90 Right Click in the Perk Entries box and click on the ticker for Entry Point. You want: Mod Attack Damage, Add Value, and Value = Value + 5.00. In the conditions, click the "Weapon" tab, right click new. Here you want: HasKeyword [WeapTypeWarAxe] == 1.0 Click ok to close that, ok to close the perk entry, and ok to close the perk. You want to duplicate this perk and ID it 80to90 and make the following changes: GetActorValuePercent [Health] <= 90 ANDGetActorValuePercent [Health] > 80 Mod Attack Damage, Add Value, and Value = Value + 10.00 You want to continue duplicating this perk and making relevant changes until the last one reads GetActorValuePercent [Health] <= 10. (The damage figures you mentioned don't seem to match this trend, but you can tweak them to whatever you want) ===Step 2=== Create a new magic effect. Dont duplicate an existing one, just create a new one. ID it (yourprefix)Effect90up, and name it 90up. Change the following to the following: Effect Archetype: ScriptCasting Type: Constant EffectPerk to Apply: (yourprefix)90upClick ok Repeat this step for the remaining perks ===Step 3=== In the Object window, navigate to Spell - Ability. Create a new ability (spell). ID it (yourprefix)Ability and name it the same. Change the following to the following: Type: Ability In the effects box to the right, right click in there and click "new." The drop box is already highlighted, so type the first few letters of your prefix and you will see all your effects in the list. Add each one to the Effects box until they are all there and click ok to save the new ability. ===Step 4=== Now go back to perk in the object window and create a new perk. This is the actual perk, so name it what you want it to show up as. Down in the Perk Entries box, right click and click new. Click the ticker for Ability and scroll down to your ability. Click ok to close the entry, click ok to save the perk. That's it, you're done. There's only one thing I'm not 100% about. In the original 8 or however many perks, under the conditions where it says GetActorValuePercent, I'm not sure if "Run on" should be on subject, target, combat target, or what, so I could use some verification on this, or maybe you know already. Let me know how it works. tg Link to comment Share on other sites More sharing options...
Sirxon Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) "That's it, you're done. There's only one thing I'm not 100% about. In the original 8 or however many perks, under the conditions where it says GetActorValuePercent, I'm not sure if "Run on" should be on subject, target, combat target, or what, so I could use some verification on this, or maybe you know already." This is the main problem for me too xD hahaha. EDIT: How about to create only one perk and then : From GetActorValuePercent Health less/= 100 to less/equal = 10, this imo should be in Target tab under PerkEntryPoint, and repeat the steps for each GetActorValuePercent Health and set up the damage, then make the MagicEffect and the perk that triggers this?If you understand?Ofc there should be priorities in the each perk like perk entry with 100 % health with 10 and 10 % with 1 priority.Im not noob in this im just checking out how community will do this :S because im not so sure how to make this. Edited August 17, 2012 by Sirxon Link to comment Share on other sites More sharing options...
tg08096 Posted August 17, 2012 Share Posted August 17, 2012 Oh wow. I really do have a tendency to over-complicate things. You don't even need a magic effect. All you need is one perk, with no main conditions. You need 9(?) perk entries with entry point / mod attack damage / add value. Each one has a weapon condition for HasKeyword WeaponTypeAxe, and a target condition for GetActorValuePercent Health. The target condition should run on subject, otherwise if you selected "combat target" for the target's condition, then the target would be the player (the target's target). I'm not sure what priorities are or how they apply, but I don't think they are relevant here. I would think the game would run through the conditions and apply whatever is true at the time damage is calculated. Oh and run on target applies to dialog. Run On The "Run on" field is used to indicate that the function should be run on the indicated actor. Note: For some types, an additional drop down to the right of the "Run On" field specifies further data (for example, picking which alias to run on for "Quest Alias") Subject: The actor owning the object. In the case of dialogue, it's whoever is saying it. In the case of quest targets, it's the player. Target: For dialogue, this is the actor being spoken to. For Packages, it's the actor/object specified as the target. Reference: A specific reference in the world. Use the Select button to find the reference. Combat Target: If the owning actor is in combat, it is his current combat target. Linked Reference: If the reference is linked to another reference, it will used the linked object. Quest Alias: If the condition is being applied to something that is owned by a quest (dialogue in a quest, an alias in a quest, or a package who's "owning quest" is set to a particular quest) then you can select to run a condition on a reference alias. Package Data: you can point to package data that is a reference and run condition on that, however, this only works for conditions applied to packages, procedures, and procedure tree branches. Event Data: points to references in particular radiant quest event data (for example Actor1 in an ActorDialgoue event), like 'Run on Quest Alias' this only works for things owned by a quest of that type. Edit: Ok I do understand what you mean by priorities. However, I still feel that they are irrelevant in this case because if all the perk entries were valid based on their conditions simultaneously, then they would all apply. Since you are specifying conditions to ensure only one applies, then one and only one will apply. Link to comment Share on other sites More sharing options...
Sirxon Posted August 17, 2012 Author Share Posted August 17, 2012 Hm seems reasonable, so i should put Subject reference on RunOn then? Link to comment Share on other sites More sharing options...
tg08096 Posted August 17, 2012 Share Posted August 17, 2012 I believe so Link to comment Share on other sites More sharing options...
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