[WIP] Beyond The Realms Of Death

Post » Wed Mar 30, 2011 3:08 am

Normally, the Object Script has to be attached to both objects, so the game will know what to change and also how to react when removing/dropping the object (otherwise it could result in object cloning). The Magic Effect Script is called in by the Object Script, and it deals the change itself.

If you have Adonnay's CW, then you have the scripts... :) If not, I can post'em here...

Cheers,
PKR.
EDIT: Nope, no OBSE. And, honestly, I prefere to keep it that way, simpler and non-depended on other things... ;)


oh ok, I will download Adonnay's CW rather than posting his scripts here, nicer for the author :D, I am actually thinking of another way to do it, a simple spell script:

1) Player Casts the spell
2) Script checks current equipped weapon (If one handed or two, if one of yours)
3) If one of your weapons carry on, if not stop
4) Change to one handed/ vice versa

Simple 4 or 5 step script which should have the same effect as the one you currently use, but only one script attached to the spell.
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Mariaa EM.
 
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Post » Wed Mar 30, 2011 1:36 am

oh ok, I will download Adonnay's CW rather than posting his scripts here, nicer for the author :D,

Ugh, you don't have yet one of the best weapons mod ever made for Oblivion? It's worth every bit of it, trust me! ;)

I am actually thinking of another way to do it, a simple spell script:

1) Player Casts the spell
2) Script checks current equipped weapon (If one handed or two, if one of yours)
3) If one of your weapons carry on, if not stop
4) Change to one handed/ vice versa

Simple 4 or 5 step script which should have the same effect as the one you currently use, but only one script attached to the spell.

Sounds interesting...

However, the script bit attached to the objects is quite simple, though I can't see how to get rid of it:

begin OnAdd player	player.AddSpell PainDDWeaponSwapendbegin OnDrop player; if we have any of our items we want to get out; Axes   	if (player.GetItemCount PainDDWarAxe > 0 || player.GetItemCount PainDDBattleAxe > 0)	return;	endif; if we reach this point we have none of our items so remove the spell	player.RemoveSpell PainDDWeaponSwapend

That's all... But I don't think there is another way to tell if an object is in inventory or not... :( I believe it can be solved only by the use of a Quest script, but I don't want to hog out ressources with that... Please let me know if you stumble over the solution, I'd be very grateful...

Cheers,
PKR.
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Stephy Beck
 
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Post » Tue Mar 29, 2011 11:08 pm



That script is kinda reduntant imo, all you need is to add the spell when the weapon is equipped/added and then remove it when the weapon is droppped. There is no need for weapon ID checks.

A quest script is ok, no worries about hogging resources :D

I will make the script for the spell ASAP, as for the weapon check, you could set a weapon variable when the weapon is added and keep track of it through a quest script. Simple :P

The current script on the weapon will not interfere with any other additions you might add, as long as you dont mix the two parts up.
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mollypop
 
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Post » Wed Mar 30, 2011 5:37 am

That script is kinda reduntant imo, all you need is to add the spell when the weapon is equipped/added and then remove it when the weapon is droppped. There is no need for weapon ID checks.

A quest script is ok, no worries about hogging resources :D

I will make the script for the spell ASAP, as for the weapon check, you could set a weapon variable when the weapon is added and keep track of it through a quest script. Simple :P

The current script on the weapon will not interfere with any other additions you might add, as long as you dont mix the two parts up.

OK, then I'm off to make the 3 different textures... :)
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Samantha Pattison
 
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Post » Wed Mar 30, 2011 5:57 am

This is all you need for the weapon script :)

begin OnAdd player	player.AddSpell PainDDWeaponSwapendbegin OnDrop player	player.RemoveSpell PainDDWeaponSwapend


The check included was to make sure the player did not have any other weapons (mod specific) in their inventory, then it removed the spell, but removing that bit still allows it to perform the same, just attach the script to each weapon.
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Nicole Mark
 
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Post » Wed Mar 30, 2011 10:02 am

My goodnesss...
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Eve Booker
 
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Post » Wed Mar 30, 2011 2:44 am

This is all you need for the weapon script :)

begin OnAdd player	player.AddSpell PainDDWeaponSwapendbegin OnDrop player	player.RemoveSpell PainDDWeaponSwapend


The check included was to make sure the player did not have any other weapons (mod specific) in their inventory, then it removed the spell, but removing that bit still allows it to perform the same, just attach the script to each weapon.

OK, so not weapon specific, just applied to any weapon which shares the thing. But the problem is with the Swap Spell, which goes this way:

ref weaponFromref weaponToshort wasEquippedbegin ScriptEffectStartset weaponFrom to 0set weaponTo to 0set wasEquipped to 0; determine weapons to swap; DDAxe 1h -> 2hif (player.GetEquipped PainDDWarAxe)	set weaponFrom to PainDDWarAxe	set weaponTo to PainDDBattleAxe	set wasEquipped to 1	set s1hPenalty to 0; DDAxe 2h -> 1helseif (player.GetEquipped PainDDBattleAxe)	set weaponFrom to PainDDBattleAxe	set weaponTo to PainDDWarAxe	set wasEquipped to 1	set s1hPenalty to 1endif; handle the 2h weapon swap if (wasEquipped == 1); unequip weaponFrom	player.UnequipItem weaponFrom; remove weaponFrom from inventory	player.RemoveItem weaponFrom 1; add the weaponTo to inventory	player.AddItem weaponTo 1; equip weaponTo	player.EquipItem weaponTo	if ( s1hPenalty > 0 ) && ( player.getAV Strength < 80 ) 		message "You are not strong enough to wield this Axe effectively with only one hand!", 3	endifendifend

If I add 2 more levels of Axes (ie PainBattle/WarAxe2 and PainBattle/WarAxe3), would it be enough simply multiplying the above script to apply to the new IDs?


My goodnesss...

I'm not sure: is that good or bad? :blink:
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Alexandra walker
 
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Post » Wed Mar 30, 2011 10:39 am

So this is a question addressed to all those who are interested in this mod: what would be more important / more interesting to have? Weapons Swapping or Axe Growth? Honestly, I am totally undecided, on a 50-50% level... :(


Hmmm. To be honest, I would hate for a weapon to suddenly jump to 2-hander on me over time, but that may be only because I usually prefer one-hander + shield for my typical hack and slash melees(until UV is released :evil: real dual-wield will take precedent for a while I assume).

I would much more prefer the axe do something similar to the Light of Dawn weapon in my FCOM setup. The weapon always stays a 2-hander as intended, but you awaken its power through killing vampires. Every 100 vampires unlocks the next level of power, up to 300 kills. So maybe the axe could grow in damage and swing speed.

This is just my take on it though, as I might think differently if you wanted to make the axe grow physically for a story reason. I generally don't care for options to wield 2-hander or 1-hander, but again, that's just me. :P
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Nathan Risch
 
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Post » Wed Mar 30, 2011 2:00 am

If I add 2 more levels of Axes (ie PainBattle/WarAxe2 and PainBattle/WarAxe3), would it be enough simply multiplying the above script to apply to the new IDs?


Yes, and done for you :D

ref weaponFromref weaponToshort wasEquippedbegin ScriptEffectStartset weaponFrom to 0set weaponTo to 0set wasEquipped to 0; determine weapons to swap; DDAxe 1h -> 2hif (player.GetEquipped PainDDWarAxe)	set weaponFrom to PainDDWarAxe	set weaponTo to PainDDBattleAxe	set wasEquipped to 1	set s1hPenalty to 0; DDAxe 2h -> 1helseif (player.GetEquipped PainDDBattleAxe)	set weaponFrom to PainDDBattleAxe	set weaponTo to PainDDWarAxe	set wasEquipped to 1	set s1hPenalty to 1endif; DDAxe 1h -> 2h; 2if (player.GetEquipped PainDDWarAxe2)	set weaponFrom to PainDDWarAxe2	set weaponTo to PainDDBattleAxe2	set wasEquipped to 1	set s1hPenalty to 0; DDAxe 2h -> 1h; 2elseif (player.GetEquipped PainDDBattleAxe2)	set weaponFrom to PainDDBattleAxe2	set weaponTo to PainDDWarAxe2	set wasEquipped to 1	set s1hPenalty to 1endif; DDAxe 1h -> 2h; 3if (player.GetEquipped PainDDWarAxe3)	set weaponFrom to PainDDWarAxe3	set weaponTo to PainDDBattleAxe3	set wasEquipped to 1	set s1hPenalty to 0; DDAxe 2h -> 1h; 3elseif (player.GetEquipped PainDDBattleAxe3)	set weaponFrom to PainDDBattleAxe3	set weaponTo to PainDDWarAxe3	set wasEquipped to 1	set s1hPenalty to 1endif; handle the 2h weapon swapif (wasEquipped == 1); unequip weaponFrom	player.UnequipItem weaponFrom; remove weaponFrom from inventory	player.RemoveItem weaponFrom 1; add the weaponTo to inventory	player.AddItem weaponTo 1; equip weaponTo	player.EquipItem weaponTo	if ( s1hPenalty > 0 ) && ( player.getAV Strength < 80 )		message "You are not strong enough to wield this Axe effectively with only one hand!", 3	endifendifend


Sections labelled 2 & 3 are the sections I added, you would just need to modify the ID's.

After reading the script properly, I think it would be best to keep this one rather than making another one. Mostly becuase this does not require anything from the script on the sword so it won't cause any problems if you decide on the growth.
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aisha jamil
 
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Post » Wed Mar 30, 2011 3:21 am

Hmmm. To be honest, I would hate for a weapon to suddenly jump to 2-hander on me over time, but that may be only because I usually prefer one-hander + shield for my typical hack and slash melees(until UV is released :evil: real dual-wield will take precedent for a while I assume).

I would much more prefer the axe do something similar to the Light of Dawn weapon in my FCOM setup. The weapon always stays a 2-hander as intended, but you awaken its power through killing vampires. Every 100 vampires unlocks the next level of power, up to 300 kills. So maybe the axe could grow in damage and swing speed.

This is just my take on it though, as I might think differently if you wanted to make the axe grow physically for a story reason. I generally don't care for options to wield 2-hander or 1-hander, but again, that's just me. :P

Aye, that's the idea, the weapon will "grow" in efficiency, and will only slightly improve in visuals (new texture for each level). The 1h->2h thing would work together with that, courtesy of InsanitySorrow... ;)

Yes, and done for you :D

-SNIP-


Sections labelled 2 & 3 are the sections I added, you would just need to modify the ID's.

After reading the script properly, I think it would be best to keep this one rather than making another one. Mostly becuase this does not require anything from the script on the sword so it won't cause any problems if you decide on the growth.

Ayeeee, you were faster than I was!!! :) Thank you! Now do you have any idea how to do best the next trick (the weapon level progression)? Something on the lines of what mace132x said above (I don't use FCOM, but I'm quite sure Dev_Akm or VagabondAngel will have anything against me using the LoD script as a base for mine... ;) ). I use a Global counter for the number of kills, so we can base it on that: ie. PainDDQuest.DDaxeDeathTotal >= 100 && <200, additem PainDDAxe2, removeitem PainDDAxe1, doOnce etc.?

Cheers,
PKR.
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Karen anwyn Green
 
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Post » Tue Mar 29, 2011 11:35 pm

Ayeeee, you were faster than I was!!! :) Thank you! Now do you have any idea how to do best the next trick (the weapon level progression)? Something on the lines of what mace132x said above (I don't use FCOM, but I'm quite sure Dev_Akm or VagabondAngel will have anything against me using the LoD script as a base for mine... ;) ). I use a Global counter for the number of kills, so we can base it on that: ie. PainDDQuest.DDaxeDeathTotal >= 100 && <200, additem PainDDAxe2, removeitem PainDDAxe1, doOnce etc.?


Aye, fast enough ;), I have some ideas, though I would love to see how they done it, quite curious. If you have a quest script tracking the kills, then it would be a simple matter of setting a check like you said.

Would work nice :)
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Mr.Broom30
 
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Post » Wed Mar 30, 2011 12:35 am

Aye, fast enough ;), I have some ideas, though I would love to see how they done it, quite curious. If you have a quest script tracking the kills, then it would be a simple matter of setting a check like you said.

Would work nice :)

Well, I'm using as a base the Mehrunes Razor script, which defines the variable in a running quest (any would do) and adds the kill counter to the weapon's enchantment script (which is quite cool, I adapted it to match the mod's theme and I really love the way it works, insta-kill based on a Luck chance, but I can change it to Strength or something).
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Eileen Müller
 
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Post » Wed Mar 30, 2011 7:57 am

Well, I'm using as a base the Mehrunes Razor script, which defines the variable in a running quest (any would do) and adds the kill counter to the weapon's enchantment script (which is quite cool, I adapted it to match the mod's theme and I really love the way it works, insta-kill based on a Luck chance, but I can change it to Strength or something).


That sounds really good :)
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Queen
 
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Post » Tue Mar 29, 2011 10:14 pm

I am still a bit confused (Sunday haze): the weapon-levelling bit should be part of a different script than above, a Quest Script, right? Basically, the Quest Script will change the Axes based on level, while the Magic Effect & Object Script will only deal with the 1H/2H weapon swap, also taking in account the current weapon level, correct?

Edit: if the above is correct, what block type do you recommend? GameMode, right?

Cheers,
PKR.
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helen buchan
 
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Post » Wed Mar 30, 2011 6:18 am

I am still a bit confused (Sunday haze): the weapon-levelling bit should be part of a different script than above, a Quest Script, right? Basically, the Quest Script will change the Axes based on level, while the Magic Effect & Object Script will only deal with the 1H/2H weapon swap, also taking in account the current weapon level, correct?

Edit: if the above is correct, what block type do you recommend? GameMode, right?

Cheers,
PKR.


If you track the kills through a quest script then you will also be doing the weapon changes there too. So the Magic and Object scripts will only deal with the swaps as you said.

Begin Gamemode, is the chosen block, though use the following to delay the script processing, this optimises the script in a way.

float fQuestDelayTime

Set fQuestDelayTime to 0.05 : Runs every 5 frames
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Cat
 
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Post » Wed Mar 30, 2011 8:45 am

If you track the kills through a quest script then you will also be doing the weapon changes there too. So the Magic and Object scripts will only deal with the swaps as you said.

Begin Gamemode, is the chosen block, though use the following to delay the script processing, this optimises the script in a way.

float fQuestDelayTime

Set fQuestDelayTime to 0.05 : Runs every 5 frames

Riiight, I'll give it a go tomorrow (tonight I'm booked...). However, should you find the time and the mood, I'd be in your debt if you were writting this bit... I admit I'd use my time rather working on items, writing the quests, or building up dungeons, than write even one line of code! :)

Cheers,
PKR.
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Neil
 
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Post » Wed Mar 30, 2011 7:08 am

Riiight, I'll give it a go tomorrow (tonight I'm booked...). However, should you find the time and the mood, I'd be in your debt if you were writting this bit... I admit I'd use my time rather working on items, writing the quests, or building up dungeons, than write even one line of code! :)

Cheers,
PKR.


Send me the scripts you have, and I will see what I can come up with :)

Edit: A little PM should do the trick ;)
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Annika Marziniak
 
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Post » Wed Mar 30, 2011 11:20 am

Send me the scripts you have, and I will see what I can come up with :)

Edit: A little PM should do the trick ;)

You ROCK!

You already have here the Magic Effects and Object Scripts, here's the 3rd (and last) script I use:

scn PainDDAxeSCRIPTshort 	RandomChance																										; Prep our Dice rollfloat LuckMod																													; High-Luck PC's do betterbegin ScriptEffectStart	if isEssential == 0	&& GetIsReference player == 0				;Don't waste time on essential characters or the PC		if GetInFaction OblivionCreatures == 0						; protects Mehrunes Dagon and other such enemies																																				set RandomChance to getRandomPercent															 			set LuckMod to player.getAV Luck 								; Luck Chance			set LuckMod to LuckMod * 0.05				if LuckMod < 1														; In case the PC is really un-lucky					set LuckMod to 1																					endif					if LuckMod > 10					set LuckMod to 10																							; Never greater than 10% chance allowed																					endif			; DEBUG MESSAGES			;Message "Rolled %.0f against %.0f percent Chance",RandomChance,LuckMod,1			if RandomChance <= LuckMod																					; Check against dice roll				kill	 player																											; Make 'em deader				set PainForgottenShieldsQuest.DDaxeDeathTotal to PainForgottenShieldsQuest.DDaxeDeathTotal + 1				; Kills ++ 				if PainForgottenShieldsQuest.DDaxeDeathTotal <= 1					Message "The Axe delivers its first victim beyond the Realms of Death!"							; Unique Message for Kill #1				else								message "The Axe sends another soul to the Realms of Death!  %.0f deaths dealt.",PainForgottenShieldsQuest.DDaxeDeathTotal,1; Ominous Text of doom				endif				endif			endif		endif																														; Commented w/Daily Check lines	endifend

That's all... :) The DDaxeDeathTotal variable is declared in the main quest script - but there is nothing else there, just this line:
short DDaxeDeathTotal
, but I believe it can go absolutely anywhere (else than the Object Script).

Again, thank you!
PKR.
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Benito Martinez
 
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Post » Wed Mar 30, 2011 6:16 am

Ha, I know exactly what you need and its simple, its just as you said in another post :)

DDaxeDeathTotal


We are going to make this a global variable, its far easier to track and modify through multiple scripts.
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Sandeep Khatkar
 
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Post » Wed Mar 30, 2011 1:49 am

Small update: http://i98.photobucket.com/albums/l256/Painkiller_rider/Death%20Dealer/MrMrsDeathDealer.jpg :)
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Keeley Stevens
 
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Post » Tue Mar 29, 2011 11:32 pm

Small update: http://i98.photobucket.com/albums/l256/Painkiller_rider/Death%20Dealer/MrMrsDeathDealer.jpg :)


Great work, but I wouldn't want to be invited for dinner. :D I dread adapting the light armor to the Mrs.
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Oceavision
 
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Post » Wed Mar 30, 2011 9:21 am

Great work, but I wouldn't want to be invited for dinner. :D I dread adapting the light armor to the Mrs.

You should see their kids! :D

I know what you meant in the second sentence. But I believe I can already visualize the way it will look, based on what you've done for M.

Cheers,
PKR.
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joeK
 
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Post » Tue Mar 29, 2011 11:27 pm

A little bump :P

I sent the weapons scripts off to you PK, hopefully they do what you want :)
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 1:06 pm

Ahem, just wanted to drop by and say this is not dead... Actually, I put into it a few good hours daily, working mostly on the new realms/worldspaces... Here are a couple of screenshots:

http://i98.photobucket.com/albums/l256/Painkiller_rider/Death%20Dealer/ScreenShot61.jpg (about a month old screenie, vanilla lava, 99% finished worldspace, some effects and surprise new creatures to be added/positioned)
http://i98.photobucket.com/albums/l256/Painkiller_rider/Death%20Dealer/ScreenShot62.jpg (screenie taken today, most of the worldspace structure done, some effects and creatures still needed to be figured out/added)

It is going slow, really slow (to the point that an ETA is really impossible to give atm), but I'm quite pleased with the way the new realms came out in the end... Two more realms are to be added (Sea of Blood and Earth Bones, both already designed and layed down as concepts) and I estimate easily one month for each (at a minimum)... Also, although I have already done a few new creatures, I'm still short on the 2 main bosses, although one will be easy to do, one will be a pain in the rear...

Cheers,
PKR.
PS: In the meantime, I recommend for the people who didn't play Gift of Kynareth or The Forgotten Shields to do it before this mod will come out, it'll give them a glimpse of what this present mod is going to be; for those who already played them - just play'em again, it'll provide you good training, for the new mod will be much more difficult, with tougher monsters and deadlier traps... ;)
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Tinkerbells
 
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Post » Wed Mar 30, 2011 1:51 am

Hey PKR,
I'm doing GoK at the moment (among many quests) and let me tell you what I'll be downloading Beyond The Realms Of Death the second it's released. :D Love your mods.

Nice pics!
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Kortknee Bell
 
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