Reymas Posted March 2, 2013 Share Posted March 2, 2013 I'm looking for a simple way or script, barring a ton of coding, that would allow me to make a weapon damage the player over time when equipped. It's for a quest mod. I was thinking of attaching the life steal spell to a weapon but instead of occurring on target when hit, I'd want to apply the effect to the player whenever the weapon is equipped. I am not a programmer and have no idea where to even start with something like this. Are there any tutorials that could get me started maybe? Something to do with custom enchantments perhaps? Thanks in advance. Link to comment Share on other sites More sharing options...
Deleted1308005User Posted March 2, 2013 Share Posted March 2, 2013 (edited) Why not enchantment?It should work, I've done it myself.abdamagehealth/ abdrainhealth.. I think I got it working with "drain health". It should be also possible to add conditions, for example, is equipped and so. (In combat?)Edit:Also, just for clarification, I don't mean the casual drain health effect. There is one which affects user. As said, I tried it and got it working, but my CK is not on atm and it takes time to load it so I'm not gonna check the effect's name. Edited March 2, 2013 by Guest Link to comment Share on other sites More sharing options...
steve40 Posted March 3, 2013 Share Posted March 3, 2013 (edited) Put this script on the weapon. It will do 2 damage to health every 2 seconds. Make sure to auto-fill the script properties.You can change the "interval" and "magnitude" property values to your taste.ScriptName _WeaponDamagePlayer extends ObjectReference Actor Property playerREF auto Float Property interval = 2.0 auto ; how ofter to apply damage, in seconds Float Property magnitude = 2.0 auto ; how much damage to apply every interval Event OnEquipped(Actor akActor) if akActor == playerREF RegisterForSingleUpdate(2) endIF EndEvent Event OnUnequipped(Actor akActor) if akActor == playerREF UnRegisterForUpdate() endIf EndEvent Event OnUpdate() playerREF.ModAV("health", -magnitude) if !playerREF.IsDead() ; check that the player is not dead RegisterForSingleUpdate(interval) endIf EndEvent Edited March 3, 2013 by steve40 Link to comment Share on other sites More sharing options...
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