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Need Script for Sword


zip2k4

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I need help, I've been messing with the duskfang's script in hoping that I could make a sword that will get stronger after each kill...

BUT.... I couldn't find out how to make it so that even if I seath my sword, equip other weapon the sword will become stronger regardless....

oh and also I'm still confused, since I wanted to make the sword heals you at every strike but always ended up either healing the enemy or

healing everyone in the AOE :blink:

 

Please help me out? :wallbash:

Thank you for at least reading this :thanks: :thanks: :thanks: :thanks: :thanks:

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I need help, I've been messing with the duskfang's script in hoping that I could make a sword that will get stronger after each kill...

BUT.... I couldn't find out how to make it so that even if I seath my sword, equip other weapon the sword will become stronger regardless....

oh and also I'm still confused, since I wanted to make the sword heals you at every strike but always ended up either healing the enemy or

healing everyone in the AOE :blink:

 

Please help me out? :wallbash:

Thank you for at least reading this :thanks: :thanks: :thanks: :thanks: :thanks:

Can't give you a script, since anything SI related is under some unusual restrictions. Making the sword get stronger after every kill would probably be a fairly unrewarding idea since you would eventually be stuck with either the strongest version of the weapon, or have yourself something stupidly powerful after a few kills. My solution to the problem was to make it so that if you had killed enough with it durring one form, when it changed to the next form, it would increase in power to the next base item. I can't give you the full script for this, but can give you one section so that you can work out the rest on your own.

				elseif ( Player.GetItemCount SE03Dawnfang10 == 1 ) || ( Player.GetItemCount SE03Dawnfang10A == 1 )
				if ( SESwordDawnfangKills < 12 )
					Player.Additem SE03Duskfang10 1
					Player.Removeitem SE03Dawnfang10 1
					Player.Removeitem SE03Dawnfang10A 1
					Set Exchange to 1
				else
					Player.Additem SE03Duskfang15A 1
					Player.Removeitem SE03Dawnfang10 1
					Player.Removeitem SE03Dawnfang10A 1
					Set Exchange to 1
				endif

You're lucky that I still have some of the mods I made when I still had SI installed. This seemed to be the most balanced solution that kept in line with the concept behind the sword. If you're just wanting some sort of super weapon, you might as well just make your own version which has 5000 attack, 5 million health, 1 speed, 0 weight, 2 range, and be done with it, ignoring any of that scripting stuff.

 

As for the enchantment. The enchantment will ALWAYS work on who you are hitting, not who is using the weapon. Determining who is using the weapon requires quite a bit of scripting, and probably isn't worth it. Instead of using a restore health effect, considder using an absorb health effect. This is because an absorb health effect will always go back to the person using the weapon or spell by use of its hardcoded script.

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I need help, I've been messing with the duskfang's script in hoping that I could make a sword that will get stronger after each kill...

BUT.... I couldn't find out how to make it so that even if I seath my sword, equip other weapon the sword will become stronger regardless....

oh and also I'm still confused, since I wanted to make the sword heals you at every strike but always ended up either healing the enemy or

healing everyone in the AOE :blink:

 

Please help me out? :wallbash:

Thank you for at least reading this :thanks: :thanks: :thanks: :thanks: :thanks:

the easier way is making a quest with the sole purpose of holding 'global' variables... that quest don't need even to be active all the time, just run once and terminate. you can access it's variables for reading/writing from any script inside your mod and across sessions of game play.

 

PS: for clearness, the variables in the quest aren't global, they are common short, float, etc... they just doesn't vanish once defined inside a 'quest script' and are accessible from anywhere in the mod. You just need prefix the access with the questname.varname

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so i do have to make a bunch of swords, darn

 

i thought i can just make a single base item then by script extending damage in enchantments.

 

because the idea was a sword never gets sharper but the "soul" in it gets stronger

 

anyway anyhow, the idea was by 10 kill damage increase by 2, another 20 kill by 3

30 by 4 and so on.

 

because i just want to make it so that this weapon kinda makes you want to play and it

will stop just right around you figured it will get stronger by X times 10 kills or whatever.

 

so i do have to create a base item every time huh? :[

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so i do have to make a bunch of swords, darn

 

i thought i can just make a single base item then by script extending damage in enchantments.

 

because the idea was a sword never gets sharper but the "soul" in it gets stronger

 

anyway anyhow, the idea was by 10 kill damage increase by 2, another 20 kill by 3

30 by 4 and so on.

 

because i just want to make it so that this weapon kinda makes you want to play and it

will stop just right around you figured it will get stronger by X times 10 kills or whatever.

 

so i do have to create a base item every time huh? :[

There are already several versions created in the CS that the game currently uses for that weapon. If you wanted to make a new weapon with the same sort of means of improvement, then yes, you would need to make multiple versions. The problem with increasing weapon damage with OBSE is that it works on the base damage, not the damage you see by the weapon in your inventory. The scripting also cannot be on the weapon itself due to how it needs to be referenced and adjusted. You can't have the script on the enchantment because having it perform all of these checks after every hit would probably cause some performance loss or doubling of effects. You could make the adjustment work off a quest script, but that can get a little confusing for those who aren't used to scripting. The method I suggested is one which works with the existing enchantments and scripts on the existing weapon. If you were wanting to use the existing weapon, it might be the better way to go. Otherwise, you would need to create all of the controlling scripts from scratch.

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look for the Afinity Sword mod, it's scripts changes several of the weapon attributes so to scale with the player's level, skills and attributes. Feel free to use/change/adapt or whatever you may want in them for your own.

 

All things introduced by the mod can be easily find since they are prefixed by RWL

 

The weapon have an object script that works when it is added, removed, equipped or unequipped. And a magic script that acts on strike. Have yet a holding variables quest script that counts the times it kills undeads so to 'evolve' when a certain limit is reached.

 

So I think those scripts covers everything you are seeking.

 

The only restriction is the model of the sword itself, because it is not mine and used under license from Vagabond Angel.

 

PS edit: under title of curiosity, the quest to acquire the weapon have artificially synthesized voice using AT&T's free voice sample

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