Thursday, May 3, 2012
CK: Mark and Recall Spell
RandomNoob: I made and tested this script for someone's Mark and Recall spell. The markers I used were XmarkerHeading objects. I was able to move them to and from whatever cell they were in, whether or not they were loaded, with no problems.
Scriptname Example extends ActiveMagicEffect
GlobalVariable Property MyGlobal Auto
ObjectReference Property Marker01 Auto
ObjectReference Property Marker02 Auto
Activator Property Portal Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
if (akTarget.IsInInterior())
Debug.MessageBox("You cannot use this spell inside an interior cell.")
Return
endif
ObjectReference PortalRef = akTarget.PlaceAtMe(Portal)
Utility.Wait(2)
if (MyGlobal.Value)
MyGlobal.SetValue(0.0)
Marker01.MoveTo(akTarget)
akTarget.MoveTo(Marker02)
else
MyGlobal.SetValue(1.0)
Marker02.MoveTo(akTarget)
akTarget.MoveTo(Marker01)
endif
PortalRef.MoveTo(akTarget)
Utility.Wait(3.5)
PortalRef.Disable()
PortalRef.Delete()
EndEvent
This script was posted to make a point yet it's handy in it's own respect.
Source: Anyone know how to move objects from non-parented cells?
CK: Controlling Actor Casting Frequency
Two methods of getting an actor not to spam their most powerful spell:
Il Ducey: Just put [this] as one of your effect scripts, and blammo you're done.
Scriptname SpellCoolDown extends ActiveMagicEffect
Int Property time Auto
SPELL Property Move Auto
event OnEffectStart(Actor akTarget, Actor akCaster)
akCaster.removespell(Move)
Utility.Wait(time)
akCaster.addspell(Move)
endEvent
Redwood Elf: You could Only give them the low power abilities, and use states to "build up" to the high power attacks
Int BuildUpLevel = 0
Function AdToBuildup(int Powerlevel)
EndFunction
Auto State OutOfCombat
event OnStateBegin()
BuildUpLevel = 0
; Code to disable all but "Starter" abilities here.
EndEvent
Function AddToBuildUp(int PowerLevel) ; Needs to be defined in all states.
EndFunction
Event OnCombatStateChanged(Actor Who, Int What)
BuildUpLevel = 3 - What ; Gets +2 if entering combat, but only +1 if "searching"
GoToState("CombatStart")
EndEvent
EndState
State CombatStart
Function AddToBuildUp(int PowerLevel) ; Call this from each of the High (3) low (1) and mid(2) level effects.
BuildUpState += PowerLevel
If BuildUpState >= 5
GoToState("CombatLevel5")
EndIf
EndFunction
EndState
State CombatLevel5
event OnStateBegin()
; Code to enable mid level abilities here.
EndEvent
Function AddToBuildUp(int PowerLevel)
BuildUpState += PowerLevel
If BuildUpState >= 15
GoToState("CombatLevel15")
EndIf
EndFunction
EndState
State CombatLevel15
event OnStateBegin()
; Code to enable High level abilities here.
EndEvent
Function AddToBuildUp(int PowerLevel)
BuildUpState += PowerLevel
If BuildUpState >= 20
GoToState("CombatStart")
EndIf
EndFunction
EndState
The first method does seem pretty easy. Yet as stated it would affect the use of that spell game-wide. I like the second method's attachment directly to an actor that you want to influence.
Source: How to get NPCs to not spam one spell
CK: Creating Plants and Building a Worldspace
A few people on the forums mentioned the Hoddminir Mod Development blog… wow! Some great tutorials and lots of interesting reading. The mod I'm working on now could really use a new worldspace to play in so this will be quite helpful.
Forum: Need Help with a Scripting Issue
Someone on the forums was asking for help making a dialog box. They were familiar with Oblivion but still learning Skyrim's CK, so they posted Oblivion code and asked for the Skyrim equivalent.
ScriptName SpecialSackScript
Short button
Begin OnActivate
MessageBox "What you want to do?", "Take", "Open"
End
Begin on gamemode
Set button to GetButtonPressed
If ( button == 0 )
Activate
ElseIf ( button == 1)
Specialsack.Activate player 1
EndIf
End
JustinOther provided the new script:
ScriptName SpecialSackScript extends ObjectReference
Message Property YourMESG Auto
Event OnActivate(ObjectReference akActionRef)
Int iButton = YourMESG.Show()
If iButton == 0
; Take
ElseIf iButton == 1
; Open
EndIf
EndEvent
I went the extra mile and pointed out that a Message object needed to be created, as follows:
Tuesday, May 1, 2012
The Definitive XSplit Guide
Question came up in Lore's chat about what he uses to stream. One of the admins threw out a link that I need to check into.
Pretty Busy Elder Scrolls Day
Dawnguard was announced on the BethBlog today. No details beyond the teaser image and stating the fact it will initially be an the XBOX 360 exclusive. While that's a slight marketing annoyance, whatever. PC has had Mods for months so let them have there little headstart. The real meat is being saved for E3 in June.
Bethesda also mentioned that it's been ten years since the release of Morrowind.
Insanity! That group of people really did something for Bethesda and RPGs imo. I was way into Morrowind for years and my love for their series didn't diminish with Oblivion or Skyrim. In fact, I still consider the best purchase I ever made was both the Morrowind GOTY and the Oblivion GOTY for $15. It was a special sale when the Skyrim hype started.
Now that I'm finally off my ass and learning to mod Skyrim I think I will go back and learn how to do all three. It's surprising how much interest is still out there. Read an article about a Morrowind Overhaul project. Wonder if I can help out in some way…
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