antstubell Posted March 13, 2021 Share Posted March 13, 2021 (edited) Still easing myself back into scripting, so help appreciated.Player can eat kelp. Kelp is fine in moderation, too much and you get sick. After say 3 helpings of kelp player is warned 'don't eat anymore kelp today or you will get sick'. I've started a game enabled quest that I hope will handle all of this but am unsure how to do it. Also what event needs to be called to register when player eats something?Thanks. Edited March 13, 2021 by antstubell Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 13, 2021 Share Posted March 13, 2021 If the Kelp is custom to your mod, add a script to one of its custom effects and have that script increment a global variable. The global variable will be used on the quest script to track how many times the kelp was eaten. Otherwise you have to get real tricky with conditions when using the OnItemRemoved event on a player alias script. Link to comment Share on other sites More sharing options...
antstubell Posted March 14, 2021 Author Share Posted March 14, 2021 So far all the kelp does is increase health by 1. Not very filling. I don't want any visible effects just when player has eaten X kelp and attempts to eat 1 more, a message will appear saying 'Not a good idea. Wait until tomorrow.' This sounds quite complex, should I simplify it? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted March 14, 2021 Share Posted March 14, 2021 You could simplify it, if you want. Any added effects to make it behave the way you want don't need to have any visuals. Just duplicate the AbBlank effect (or similar name) and use it as your base record. Link to comment Share on other sites More sharing options...
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