Galejro Posted November 12, 2012 Share Posted November 12, 2012 I work on a massive expansion for my Clan Tremere mod which will be called Vampire society mod. And I honestly suck at making scripts so if anyone could help I'd be very greatful. I need the following scripts. Script 1: the studium the thaumaturgie. I need a script for an activator object like a vampire shrine that will grant you a completly new spell if you have a particular spell already learned and a particular set of 3 objects, and shows a text that confirms you recieving the new spell. And once you activate it and recieve the spell you can't do that again for that particular basic spell. Example: you have "blood bolt" spell and If you activate the shrine with a sabercats eye and a black soul gem and blood bolt spelltome in inventory you recieve an "explosive blood bolt spell", a text confirming it, and a blockade from using the activator in reference to that "blood bolt" spell Script 2: Blood Transmutator. I need a script for an activator shrine or something that will make a particular set of ingredients for example human flesh/ heart + nightshade to turn into a potion. Link to comment Share on other sites More sharing options...
KingsGambit Posted November 12, 2012 Share Posted November 12, 2012 You can try these. They compile fine but may need some fine turning. Obviously the propertie need to be preset to the the various items to check for. Scriptname SpellShrineScript extends objectreference Ingredient Property ItemToCheck1 auto Soulgem Property ItemToCheck2 auto Book Property ItemToCheck3 auto Spell Property SpellToCheck auto Spell Property SpellToGive auto Event OnActivate(ObjectReference ActionRef) if(ActionRef == Game.GetPlayer()) if(Game.GetPlayer().HasSpell(SpellToGive)) Debug.Notification("You have already mastered all that this shrine can teach") elseif(Game.GetPlayer().HasSpell(SpellToCheck) && Game.GetPlayer().GetItemCount(ItemToCheck1) >= 1 && Game.GetPlayer().GetItemCount(ItemToCheck2) >= 1 && Game.GetPlayer().GetItemCount(ItemToCheck3) >= 1) Game.GetPlayer().AddSpell(SpellToGive, False) Debug.Notification("You have unlocked the secrets of the " + SpellToGive + " spell") ; Game.GetPlayer().RemoveSpell(SpellToCheck) ; Removes the original spell if desired ; Game.GetPlayer().RemoveItem(ItemToCheck1, 1) ; Removes one of the item if you wish to do so ; Game.GetPlayer().RemoveItem(ItemToCheck2, 1) ; Game.GetPlayer().RemoveItem(ItemToCheck3, 1) else Debug.Notification("Nothing happens") endif endif EndEvent And for the second, something like:Scriptname MyPotionScript extends objectreference Ingredient Property ItemToCheck1 auto Ingredient Property ItemToCheck2 auto Ingredient Property ItemToCheck3 auto Potion Property MyPotion auto Event OnActivate(ObjectReference ActionRef) if(ActionRef == Game.GetPlayer()) if(Game.GetPlayer().GetItemCount(ItemToCheck1) >= 1 && Game.GetPlayer().GetItemCount(ItemToCheck2) >= 1 && Game.GetPlayer().GetItemCount(ItemToCheck3) >= 1) Game.GetPlayer().RemoveItem(ItemToCheck1, 1) ; Removes one of the item Game.GetPlayer().RemoveItem(ItemToCheck2, 1) ; Removes one of the item Game.GetPlayer().RemoveItem(ItemToCheck3, 1) ; Removes one of the item Game.GetPlayer().AddItem(MyPotion, 1) else Debug.Notification("You lack the required ingredients") endif endif EndEvent Link to comment Share on other sites More sharing options...
Galejro Posted November 13, 2012 Author Share Posted November 13, 2012 Thanks Link to comment Share on other sites More sharing options...
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