Alceister Posted April 22, 2013 Share Posted April 22, 2013 (edited) Alright, so two questions: One, how may I make it so that a weapon with a scripted fatigue damage effect is more effective on a critical, and Two, how may I integrate it into a script that applies fatigue for a specific type of ammunition? Edited April 22, 2013 by Alceister Link to comment Share on other sites More sharing options...
Jojash Posted April 22, 2013 Share Posted April 22, 2013 For the first, you should take a look at this. As for your second issue, have a look at this. I hope this helps! :) Link to comment Share on other sites More sharing options...
Alceister Posted April 22, 2013 Author Share Posted April 22, 2013 For the first, you should take a look at this. As for your second issue, have a look at this. I hope this helps! :smile: First one was exactly what I was looking for, thanks. For those who are interested on what I was working on, here's the block: Ref SleeperTarget Begin ScriptEffectStart Set SleeperTarget to GetSelf If (SleeperTarget.GetIsCreatureType 6 != 1) SleeperTarget.damageav fatigue 25 If (SleeperTarget.GetLastHitCritical == 1) SleeperTarget.damageav fatigue 150 Endif Endif End In a nutshell, the way this would work is that if you score a critical hit or sneak critical hit on a non-robotic target, they'll go down in a hurry. However, if you fail to score a critical hit... well, they'll go down eventually, but not as quickly as you'd like. Link to comment Share on other sites More sharing options...
Jojash Posted April 22, 2013 Share Posted April 22, 2013 (edited) Hmmm... did the second function not work then? I think you could get it to work with the "OnHit" block and the "GetOwnerLastTarget" function used in a quest script. Unfortunately I cannot link to the GECK page for the "GetOwnerLastTarget" function, but it's pretty self-explanatory.EDIT:Of course the second function didn't work, sorry I must not really have been thinking when I linked that! :P Try this one instead. I'm reasonably certain that it ought to work. Edited April 22, 2013 by Jojash Link to comment Share on other sites More sharing options...
Alceister Posted April 22, 2013 Author Share Posted April 22, 2013 Hmmm... did the second function not work then? I think you could get it to work with the "OnHit" block and the "GetOwnerLastTarget" function used in a quest script. Unfortunately I cannot link to the GECK page for the "GetOwnerLastTarget" function, but it's pretty self-explanatory. EDIT: Of course the second function didn't work, sorry I must not really have been thinking when I linked that! :P Try this one instead. I'm reasonably certain that it ought to work.It's more that the 1st solution neatly covers both queries. That being said, I'm wondering if I could apply that to reverse-pickpocketing of a poison... Link to comment Share on other sites More sharing options...
Jojash Posted April 22, 2013 Share Posted April 22, 2013 You'd need to have the person you pickpocket it onto equip it first, which you can do with this. I think you might want to bookmark this page! Link to comment Share on other sites More sharing options...
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