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[LE] Help with Full set bonus


XutzBR

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I'm trying to create a full set bonus when a ring and an amulet are worn together. For this I've done exactly like the Deathbrand full set; put the same keyword on both jewelry pieces and a WornApparelHasKeywordCount =2 on the spell (which is the set bonus). But it doesn't work.

 

Am I missing something?

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Yes, it is a custom keyword. And no, didn't work. :sad:

In the console it appears WornApparelHasKeywordCount ">>2" with the 2 pieces worn and ">>1" when one item is worn.

Thanks on helping by the way :happy:

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The spell is set as Ability and have 3 magic effects: fortify light armor skill, fortify heavy armor skill and fortify block skill (all three created effects). Each effect item has one condition: WornApparelHasKeywordCount, Keyword: RTOW_KWD_BearBonus, >= 2, AND, Run on Subject. Both items have the keyword "RTOW_KWD_BearBonus".

 

I took pictures, look:

https://imgur.com/b0dSnjc

https://imgur.com/6jIveeJ

https://imgur.com/LxfMr9p

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Well, the player is supposed to get the ability by equipping both items together. When he equip the ring, he get an effect; when equip the amulet, get another effect; and when equip'em both, another effect.

 

I was researching on the matter before I created this topic and stumbled on a post that said the Magic effect should have an OnEquipped function, but since Deathbrand's full set don't use it, I think it's not really necessary. Is it?

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Well, the player is supposed to get the ability by equipping both items together. When he equip the ring, he get an effect; when equip the amulet, get another effect; and when equip'em both, another effect.

 

I was researching on the matter before I created this topic and stumbled on a post that said the Magic effect should have an OnEquipped function, but since Deathbrand's full set don't use it, I think it's not really necessary. Is it?

 

No, an OnEquipped event is not necessary.

 

I think there's a terminology issue here, though.

 

What you've done -- which is correct! -- is create an Ability that has an Effect with a dynamic condition (meaning it is regularly checked instead of being just checked once at the beginning). So, if the player has the ability, equipping the various items will trigger the effect to start or stop as appropriate.

 

However you still need to give the player the ability. Otherwise the checks will never be made. The easiest way to do that would be to create a Quest, and then a ReferenceAlias in that quest pointing at the player, and put the ability in under the Alias's Spell list.

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