Arael54 Posted December 5, 2020 Share Posted December 5, 2020 Hello everyone, I'm looking for a way to make an AP cost for each bullet fired, with a different cost relative to the weapon used. Same thing with melee weapon swing.How could I do this ?I don't know much about scripts, but I suppose it would involve one.Could someone help me with this ? Thank you Link to comment Share on other sites More sharing options...
LarannKiar Posted December 9, 2020 Share Posted December 9, 2020 (edited) "ActionPoints" is a hardcoded actor value information.. so tweaking with this can be difficult. It's not handled by a papyrus script as far as I know... Have you checked the Data/Interface files.? Like HUDMenu.swf? Edited December 9, 2020 by LarannKiar Link to comment Share on other sites More sharing options...
robotized Posted December 10, 2020 Share Posted December 10, 2020 I did a quick test with a small mod I worked on before(with perks and spells). There is a way without script. Use Perk to add an Ability(Spell). The magic effect inside the spell will be configured to damage the action points. So inside the spell you can set a Magnitude, which will be the amount of AP that are drained. And inside the spell again - a condition check if the player is attacking. By adding the perk to the player, it worked, but there was a problem - the AP drain did not register 100% of the time. Also the AP amount will be fixed, unless it's possible to set different amount through the help of conditions again. I'm guessing conditions can be used to check what weapon is equipped. The conditions seemed to only work inside the spell, not for the perk or magic effect. Since there were problems and limitations, I don't know if this will do the job for you. Decided to mention it anyway. Link to comment Share on other sites More sharing options...
Recommended Posts