[REL] - CDM - Amulet of Shielding

Post » Fri Nov 26, 2010 4:38 am

Download Link : http://tesnexus.com/downloads/file.php?id=34839

Name : Amulet of shielding
Author : CDM
Version : 1.0
Requires: OBSE V18+, Latest Patch

Introduction :
"Amulet of Shielding" is a small Mod inspired by Halo series of computer games, and others like it. When run, the Mod gives you a powerful magical artifact-- the Amulet of Shielding.

When worn, this Amulet has several effects:
- It Silences you, so you can no longer cast any Spells
- It Stunts your Magicka, so your Magicka will not increase
- Your Magicka is Fortified/Drained down to 200 Maximum
- It greatly fortifies your Health (100,000 points)
- It gives you a powerful Shield effect.

Whilst wearing the Amulet of Shielding, your Magicka bar becomes a "Shield Bar"-- that is, it is set to 200 and represents the strength of the magical barrier protecting you. Each injury you sustain is transferred into the Shield, meaning the Damage comes out of your Magicka, rather than your Health. As long as you have 1 unit of Magicka left, you can survive almost any injury.

By default, Magicka Drain is equivelent to twice the damage-- so an attack that does 10 points of Health damage will drain 20 Points from your Magicka Meter. If you can escape Combat, or avoid damage for long enough, your Magicka levels will begin to rise once more. once your Magicka hits zero, the Shield will be broken, and you will begin taking Damage as normal. At this point, the 100,000 Fortified Health effect will cease to apply.

When removed, the Amulet leaves its "aftereffect" on you for a period of time-- during this time, you will be Silenced, and suffer Stunted and Drained Magicka; the duration is dependant on how long the Amulet was equipped, and how much Charge was used before removing it.

There are several previsos to using the Amulet of Shielding:
- Falldamage is negated
- Any Damage Type (including poisons) will transfer to the Shielding
- Scripted Death will still apply
- If you take too much damage in one go (by default, more than 100,000 points) you will die.

It is also possible to set a "Breakpoint" for the Shield: this is a raw damage value (i.e., the Damage that would be done to your Health, not your Shield) that will break your shield if you take enough hits in one go. For example, if your Breakpoint was 20, then any hit that deals 20 or more points of Health Damage will instantly dispel your shield. By default, this value is 10,000 so has no real effect.

Several aspects of the Mod can be edited via the .ini file included:
- Shield Damage Multiplier (Default : 2)
- Shield Strength (Default : 200 )
- Shield BreakPoint (Default : 10,000)
- If Fall Damage is negated (Note: Even if off, some Fall Damage will still be negated) (Default : Off)

Install :
1. Copy "CDM - Amulet of Shielding.esp" to your Oblivion/Data directory
2. Copy "CDM - Amulet of Shielding.ini" to your Oblivion/Data directory
3. Check "CDM - Amulet of Shielding.esp" in your Data Files Menu

Uninstall :
1. Delete "CDM - Amulet of Shielding.esp" from your Oblivion/Data directory
2. Delete "CDM - Amulet of Shielding.ini" from your Oblivion/Data directory

Known Issues :
- The Mod CAN be abused-- it's pretty obvious how; but, if you're going to do that, you might as well cheat outright; if you are using the Mod in the spirit intended, you should be fine.

Change Log :
- Fixed an issue with Health Restoration (Health should now reflect its state before equipping the Amulet)
- Fixed an issue with Magicka Restoration
- Added Flashes to each hit
- Added .ini options
- Amulet should now work on NPCs, too



As ever, any comments/issues/suggestions, feel free to let me know :)
User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Fri Nov 26, 2010 12:35 am

Interesting...
Will DL and keep in my vault :D

It is not clear in the ReadMe - If I, after the magica reaches zero, remove the amulet gain back my magica? Or is it an artefact kept in the inventory only? I would think such a powerful artefact would stunt your magica for quite some time afterwards, even if one removes the amulet. So if it does not already work that way maybe that's an idea to implement, to lessen abuse and catcalls of cheating :P

Nice to see you release yet an other mod CDM!
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri Nov 26, 2010 12:36 pm

Right now, removing the Amulet will allow your Magicka to regenerate as normal (equipping it also instantly refills it-- so you'd be at full shields); as I mentioned in the RM, there are a few obvious exploits, but what you suggest would be quite a good way to fix some of them :) I'll look into it for the next release-- I did notice a slight bug, which will also need fixiing: Shield's won't regenerate in Combat right now. I actually think that's a bit better than what I'd intended, since it stops you just hiding until you're back to full health :) I may also add an equip timer-- it can only be equipped every X seconds (maybe 120 seconds or so).

Edit:
OK, I've made some changes-- going to test out a bit before release, but here's the run down:

- Amulet now has an independent Charge, which should be reflected when you put it on (so your shields are equal to the Charge-- if it doesn't have enough time to recharge, it won't be at full power)
- AfterEffect Stunts, Silences and Damages Magicka-- Duratin is equivelant to how much charge you used
- Flash Effects on hit
- Longer Flash Effect when the Shield gives out
- Fixed the Recharge (it's now tied to your Health when the Amulet is Equipped)

Edit2:
A few more changes... (still in testing stage)
- Added the Option to Configure Shield Strength
- Added the Option to Configure Shield Damage (how much damage it takes from each hit)
- Added Option to circumvent Fall Damage (some damage will still be endured if this is off)
- Added Break Point-- if more than this amount of damage is caused at one time, the Shield is instantly destroyed, and all Damage is transfered to the Player
- Added Cool down effect
- Fixed Health Restore Exploit
- Amulet should now work on NPCs
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Fri Nov 26, 2010 6:54 am

It's really an epic amulet. Could easily build a whole quest around it.
Guess it is quite light too as the scripts would only run onequip, right?

Yep, epic.

:foodndrink:
User avatar
Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Fri Nov 26, 2010 7:59 am

I've released Version 1.1, and modified the opening post accordingly; I won't be around much over the next few days, but let me know if there's any issues-- most of the ones I found (Health/Magicka exploits) are fixed, so hopefully there shouldn't be anything major.
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Thu Nov 25, 2010 10:35 pm

Suggestion, something this awesome needs to have a cool effect happen on the player when the shield is active and possibly change when the shield gets hit?
User avatar
He got the
 
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Joined: Sat Nov 17, 2007 12:19 pm


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