Dragonscale Tetsusaiga

Post » Thu May 12, 2011 1:12 pm

Ok, I'm going to script a sword, (look at title) and I need help with it's effect. It absorbs energy from whoever your attacking, but doesn't give it too you. It weakens the enemy too. Is there a way to script this so the enemy has the absorb health or magicka/fatigue effect (the thing that absorbs it, that wormish thing) yet doesn't give anything to the player except boosting your strength a point or two for a bit after every swing?
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Add Me
 
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Post » Thu May 12, 2011 4:47 pm

I'm not sure... so you want the visual effect of the "absorb" and it should go towards the player as well... so likely no "damage" health instead...
Maybe you could make it so the sword applies a custom spell on the target which then an invisible activator sticking to the player's position would detect and cast the absorb spell towards?
It would have the effect as it "is" an absorb, just not one going to the player, but because the activator is "inside" the player it would at least "look" that way.

At least that's what I would try, if I could try anything at all and wouldn't be stuck without a pc at the moment that is.
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helliehexx
 
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Post » Thu May 12, 2011 3:22 pm

I could easily do what your going for, but I cant figure out how to set the target with a script.
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Ashley Hill
 
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Post » Thu May 12, 2011 6:49 pm

Can someone help me with the script? Like, how to set your target?
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Javier Borjas
 
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Post » Thu May 12, 2011 11:47 am

Hmm, maybe it could even be further simplified.
I don't remember anymore how it works with weapons applying spell effects on-hit, but there should be a spell running for a specific duration on the hit target. This spell now has a Scripted Effect the script of which is doing something along this line:
ref myself...set myself to GetSelf.Cast  myself;this should make the activator cast the spell at the target this script is running on, according to the docs...

This way there wouldn't be any need to have the activator repeatedly check for objects in its surroundings to be affected by the on-hit spell effect, as the spell effect itself can command the activator to do the casting instead. I got this idea some time after my last post. Should work.
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Jonathan Windmon
 
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