josko91 Posted March 27, 2013 Share Posted March 27, 2013 HiI wondered if anyone that is good in scripting could do this.The idea is, the Dawnfang/Duskfang starts with 15fire or cold damage, after you have 12 kills with the sword, it goes up 5 more so it would be 20fire or 20 cold damage, the kill count is permanent and so is the damage increase, after that the kill requirement is double to 24 from 12 to get 25fire/Cold damage and after that doubled to 48 to get to 30fire/cold damage. The idea is that the kill count and damage is permanent but since it doubles all the time, it will require more and more kills to get to the next level.So at the beginning:Starts at 15dmg ( can be lowered for balance)12 kills ---> 20dmg24kills ---> 25dmg48kills ---> 30dmg96kills ---> 35dmgAnd it just goes on!I have no idea how to script this, but I think it would be very cool and fresh and the sword would be fun to use. Link to comment Share on other sites More sharing options...
Toxicshad0w Posted March 29, 2013 Share Posted March 29, 2013 (edited) Well, the way Dawnfang works is like so:Dawnfang isn't one item, it's actually multiple items, which is how they achieved the multiple damages. It's not a flexible system, though your mod would be simple(ish) to make. Anyways, when you equip the weapon, it tests how many kills you have. Based on how many kills you have it determines which variant (With it's respective damage) to equip on you.Edit: That's probably obvious. So nevermind that. ^I'll look into the OBSE and see if it allows the damage to become a variable, because if it does, you could simply use a for loop.Edit: OBSE Does appear to allow damage changes, thus you could achieve a damage with this(Please note this isn't CS script, it's more of a concept script. Anyone who knows anything about scripting should understand.): for Kills / 12; { Damage = Damage+5; //Because CS Script doesn't like += or -= } SetAttackDamage (Damage+10) SelfWeapon; //This line should work is CS assuming you ran CSE or CS w/ OBSE. It IS dependent on OBSE What this will do is take your kills, divide them by 12, and then- In a more mathematical and less programmatical sense- multiply the result by 5, add 10(So you start at 15), and set that as your weapon's damage.In more programming-like terms, it creates a variable, divides your kills by 5, and adds 5 to the variable however many times your division result is. Then it sets the damage to that variable.Hopefully one of those explanations made sense. As for float catching (Ex: Having 17 kills, that doesn't divide into an integer), that's up for whomever the scripter is to decide whether or not to round up or down. Personally I would round down, because rounding up would create a strange damage up system. At 11 kills your damage would be 15, at 12 it wouldn't change, and then at 13 it would boost to 20. So just, for the love of Talos, round down.Explaination as to why: 11 / 12 = ~0.916; Round up to 1, multiply by 5 (Don't forget to add the 10) and you get 15dmg. 12 / 12 = 1.0; No rounding necessary. Multiply by 5 and add 10, you get 15dmg. 13 / 12 = ~1.083; Round up to 2, multiply by 5 and add 10. That's 20dmg. Edit2: Ugh the forums broke my formating... Edited March 29, 2013 by Toxicshad0w Link to comment Share on other sites More sharing options...
josko91 Posted March 29, 2013 Author Share Posted March 29, 2013 Thanks for your reply!Very interesting :)However, since I totally suck at scripting I will avoid wasting any time on this and let it be ^^Enchanting own weapons at the altar is still far superior than this weapon would be at high kill counts,but it would be a fun thing to use, and probably get stronger with a high enough kill count. Link to comment Share on other sites More sharing options...
Toxicshad0w Posted March 30, 2013 Share Posted March 30, 2013 Thanks for your reply! Very interesting :smile: However, since I totally suck at scripting I will avoid wasting any time on this and let it be ^^ Enchanting own weapons at the altar is still far superior than this weapon would be at high kill counts,but it would be a fun thing to use, and probably get stronger with a high enough kill count.Yeah, in the future I might do this with a dagger. Make some Dark Brotherhood changes and include a 'special' Blade of Woe that uses a script similar to the one I described above. And, nah you probably don't suck at scripting, you just don't have a grasp on the concepts. CS Script is... interesting. I wouldn't recommend it to someone who hasn't ever done anything programming-related, though it would still teach some concepts. The only thing to worry about are those semi-colons. The majority of languages require a semi-colon at the end of every line, however CS is lenient on it. I would honestly recommend Python to someone who is just starting out, but again it also has the semi-colon issue. Many others would recommend Java, but personally I'd stay away from that...Anyways, sorry for the whole programming spiel, I can quite easily get carried away ^^; and also sorry for not actually accomplishing your original request xD Link to comment Share on other sites More sharing options...
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