Let's Play with scripts

Post » Sun Jan 24, 2010 9:48 am

Okay, so who wants to play with some scripts without killing ourselves in the process? I am wanting to work on a script to make it so you cannot equip, or rather obtain an item until a certain level, also I am wanting to make it so that at a certain level you are given an item which will transport you to a cell (like the amulet you find at the corpsarium [sp?]). Now for the reason why, since I have my mod working again, I think it would be nice to go a bit more in depth. If you haven't found out already, I am a Bleach fan, so I was wanting to work on a few things to sort of put a "Bleach Feel" into the game, this includes Shikai and Banki at certain levels, and I am also working on something simpler, arrancars, and hollows in general, that spawn in certain places depending on your level (don't need help with that last part, just shedding some light on what I am working on) so I was wondering what one would need to do to make it so, say at level 20 you are able to attain shikai when you equip, or re-equip your sword (IE it gives you a dialogue box saying something about how you have become more powerful, and you can now attain shikai, and it asks you if you would like to try) and then at about say, 50, you are given an item which will transport you to a cell where you can fight for your right to bankai. That is what I am working on, so let's start with that and see where we can go with this. Would I need MSE? I hope not, because I have seen items in Morrowind do very specific things, I just want to make sure, that when making a script, I do screw it up royally, lol. I have made scripts before, but I think this is beyond me. My idea was to mirror things like the ring that turns you into a werewolf, and that amulet I mentioned, but to make them more specific. So any advice? Thoughts?

Thanks, and can't wait to talk about this!
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Beat freak
 
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Post » Sun Jan 24, 2010 12:18 am

Or, a better idea is for it to be when you hit level twenty you get a message saying you are strong enough to use shikai now, and it will give you your shikai, and replace your original sword with one that is just like it, only with a script that allows you to use shikai whenever you want to. Then at 70 you will be given the message to try and earn bankai, and should you succeed you will be given a different weapon, that looks the same, but is scripted to allow you to choose between your shikai, or bankai, and it will also give you a new shikai that lets you choose between sealing your sword, or using bankai. Note that the old weapon will be replaced by the new one, so you won't have three of the same sword. I wonder how workable this is......
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koumba
 
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Post » Sun Jan 24, 2010 3:55 am

seems kinda easy.

a global script with stuff like this in it, this is all rough draft code and could use refinement and such, but i think it'll do what you want -

if ( player->getlevel == 20 )        if ( doonce == 0 )                player->additem "gm_shikai" 1                messagebox "You are now strong enough to use your Shikai!"                set doonce to 1        endifendif


just use different doonce variables for the different levels (doonce for 20, oncedo for 70, etc) might want to have the old return if menumode block.
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Shirley BEltran
 
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Post » Sun Jan 24, 2010 5:33 am

seems kinda easy.

a global script with stuff like this in it, this is all rough draft code and could use refinement and such, but i think it'll do what you want -

if ( player->getlevel == 20 )        if ( doonce == 0 )                player->additem "gm_shikai" 1                messagebox "You are now strong enough to use your Shikai!"                set doonce to 1        endifendif


just use different doonce variables for the different levels (doonce for 20, oncedo for 70, etc) might want to have the old return if menumode block.

Interesting, and funny that it would be so simple..... What I was thinking is that when you hit that level and you earn it, that it replaces your original sword with a new one, that looks just like it, that when you equip it asks if you would like to use shikai (like when you equip hirciens ring), of course this is provided you didn't sell your original sword (and therefore defeat the purpose of the mod), so it would also have to check to see if they have the original in their inventory, but I think I see what you are saying. I wonder.... if I did something like this, if it would work to remove the sword and replace it with another:

 if ( player->getlevel == 20 )        if ( doonce == 0 )                player->additem "gm_shikai" 1                messagebox "You are now strong enough to use your Shikai!"                set doonce to 1                player->removeitem "gm_sealed" 0       endifendif 


and then on the item shikai (that would be it's id, though it would look normal until you use it, like a bound weapon in a sense) there would be a script that asks you upon equip if you want to use shikai or not.
 if ( OnPCEquip == 0 )	set reset to 0endifif ( reset == 1 )	returnendifif ( OnPCEquip == 1 )	if ( reset == 0 )		if ( messageOnce == 0 )			;Set OnPCEquip to 0			MessageBox "Would you like to use your shikai?" "Yes" "No"			set messageOn to 1			set messageOnce to 1		endif	endifendif

(mind you here I am borrowing from the ring that turns you into a werewolf, with some of my own changes)
And then of course if they said yes it would change out the sword for shikai sword, a larger stronger blade. The reason it get's complicated is becuase when they reach 70, they will be teleported to a cell where they have to fight an entity and win in order to earn bankai, and when they win, the sealed sword is again replaced with a new sword that gives them the option to either use shikai, or bankai, and if they use shikai, it is replaced by a new version of shikai that has a script that allows them to choose if they want to then go to bankai, or if they want to seal up the sword, not to mention that bankai and shikai will also make use of a script I already made:
Begin Bankishort onPCEquipif ( onPCEquip == 1 )Player->addspell Banki_UReturn endifif ( onPCEquip == 0 )Player->removespell Banki_UStopScript BankiendifEnd Banki


Not very complex, mind you, but still adding it inside of other scripts confuses me...... a lot, lol. But thanks for your help, if nothing else I will use your idea and see how it works out! That would simplify things, but it would also take away from the feel I am trying to get.
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sunny lovett
 
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Post » Sat Jan 23, 2010 10:26 pm

ah, i wasent sure what behavior you wanted with the actual item, so i only scripted the giving of the item.

lemme make sure i get this right.... at level 1 (or just before 20 for someone adding your mod to an existing game, unless you just want to restrict your mod to new games) you want the player to get a "sealed sword"

at level 20, you want to unseal it, basically replacing it with a more powerful version of itself..... or is it you want to have an ability used on the player that adds a custom "bound" weapon to the player?

as for your first question, you'll want to check to see that the player actually has the item before you remove it so that -

 if ( player->getlevel == 20 )        if ( doonce == 0 )                player->additem "gm_shikai" 1                messagebox "You are now strong enough to use your Shikai!"                set doonce to 1                if ( player->getitemcount "gm_sealed" == 1 )                        player->removeitem "gm_sealed" 0                endif       endifendif 


if you remove an item without it being in the inventory, it still removes the weight of the item, thus messing up encumbrance.
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Olga Xx
 
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Post » Sun Jan 24, 2010 12:47 am

To the first things, yes, in a way. It is going to be restricted to new games, and hopefully, if i do things right, people under level 20. They start it up, and find they now have said sword added to their inventory (or with a new game right when you exit the census offices, or when ever it really starts to count your level....)

Upon reaching level twenty they are given the message they are strong enough to use shikai, and the old instance of the weapon is replaced with a new, almost identical, sealed form, that on equip gives them the option to release their sword. Then, if they say yes, it replaces that sword with the released one, and when they want to reseal it, they have reequip it (I am assuming that sheathing it wouldn't do, but I don't know...) and it would give them the option to seal it, and if they say yes, removes that sword, and replaces it yet again with the newer sealed from.

Finally, at level 70 they are given a choice upon leveling up, it gives them a message saying that they have become strong enough to use bankai, but they need to still earn it by fighting their sword. Upon accepting this (there will be a choice to reject it) they will be transported to a cell where they will have a short dialogue with their sword in human form, and be forced to fight it. Should they win (otherwise they die....) they will be transported back to their cell and a message will tell them they have prevailed and are now able to use bankai. With that, the sword is replace again with an identical sealed one, that on equip has a message asking if the want to use shikai or bankai, or neither and just stay sealed. If they choose either skikai or bankai they will get it, but the sealed is temporarily replaced, and like with the first release, there will be the option of sealing it back up. This will require several identical swords (which is no problem at all) with different scripts to go along with them (which is where I am having the trouble)

Imagine it like this:


Sealed sword, with a script that when you are at level 20 replaces it with a new sealed form

New sealed sword has a script that on equip you can choose to release it or not, if you do it is replace for a moment by your release, and comes back when you choose to seal it again, and when you hit level 70 allows you to try for bankai, and takes you to a cell to train for that, upon victory you get

A new sealed sword, that replaces your old sword, and has a script that gives you the option to use shikai or bankai, and those swords both have a script as well, shikai lets you go up to bankai, or back down to sealed form, and bankai let's your go only back to your sealed form. However bankai also does as I posted before, it makes you stronger.

So in the end I will end up making six swords, with the same name, but different id's and scripts, or at least that is my goal for this.

Anyway, thanks for all of your help! And yeah, I know about the encumbrance thing, but isn't there that script that checks if you have something? I could have sworn I had seen it somewhere before.... let me go look, because I swore I ran across it the other day in the CS...
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sam westover
 
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Post » Sun Jan 24, 2010 5:50 am

all you need is the getitemcount function, as i demonstrated in the example.

how i would do it is use the global script i gave above.

on the first version of the sword, have no script

on the lvl 20 version, have the messagebox like the one you modified from hircine's ring, have the yes dialog add and force equip the "unsealed" version. have a global variable set to 1 at this time, and remove the "sealed" version. in the global script, have an if block that checks for this variable being one, and also if the unsealed sword is equipped. when the sword is NOT equipped, have the script remove the unsealed sword, and re-add the sealed. you could also include a timer, if you like.

have the global check for getlevel == 70 (with a doonce style variable so that it only executes once) to coc "gm_bankitest" or whatever you name the "fight" cell. script the NPC the player fights so that ondeath it sets another global variable. have the global script check for this to coc to whichever cell you wish to place the player at afterwards, and add the new sealed version of the sword. you'd have to use MWSE to store where the player was at the time and return him to that spot. i can show you how to do this if you like.

the lvl 70 version of the sealed sword should have a script much like the first. on the banki, add magical "fortify" effects.

so, the ingredients you'd need for the desired behavior are:

1 global script
2 global variables (gm_unsealed, gm_benkitestpassed)
2 scripted swords (lvl 20 sealed, lvl 70 sealed)
4 unscripted swords (lvl 1, lvl 20 shikai, lvl 70 shikai, lvl 70 benki)
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Jerry Jr. Ortiz
 
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Post » Sat Jan 23, 2010 10:29 pm

Sorry I have been out for a few days, been at work a lot, and have tomorrow off!

I am not sure if I understand how to do all of what you said, I haven't done extremely in depth scripts, though I am sure learning isn't too hard... lol. Anyway, been worried about Japan too, I feel very bad for what happened there!!!! So that is also why I have been out.

I don't have MSE, not even sure how to install it.... I have TR (Tamriel Rebuilt) which is fun, but I don't think it helps with the scripting. Is there a way to do it without MSE?

Anyway, I am tired and can't think much, it has been quite a week! I may look into your faction overhaul by the way, just curious as to what it is all about. Okay, off to get more coffee and ready myself for one more day of work!
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Sophie Morrell
 
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Post » Sun Jan 24, 2010 5:18 am

Okay I plan on working on the global script today, the first one. There is a lot more I have to do other than just these scripts, but this is the starting point for me. I should look into MSE, but one question, how do you install it?

Also, I am thinking of making things more complex. I want to make it so people can play the game with the weapon type they like the most, so I need to add in a questionnaire that looks into their major weapon type (long blade, short blade, blunt, etc...) and then get's more specific, like if they choose blunt for instance, it would ask if they like mace, hammer, or staff more, and that would end up being their shikai and bankai, while the sealed would still be a katana or wakizashi, which depends on their preference of short vs long blade, which also they will have to choose. In the end I want them to have a zanpacto that reflects their weapon type in release and full release, be it a bow, cross bow, mace, or even an axe. So how would I be able to add that in when they leave the census office the first time?
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Dalia
 
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Post » Sat Jan 23, 2010 6:30 pm

Okay I plan on working on the global script today, the first one. There is a lot more I have to do other than just these scripts, but this is the starting point for me. I should look into MSE, but one question, how do you install it?

Also, I am thinking of making things more complex. I want to make it so people can play the game with the weapon type they like the most, so I need to add in a questionnaire that looks into their major weapon type (long blade, short blade, blunt, etc...) and then get's more specific, like if they choose blunt for instance, it would ask if they like mace, hammer, or staff more, and that would end up being their shikai and bankai, while the sealed would still be a katana or wakizashi, which depends on their preference of short vs long blade, which also they will have to choose. In the end I want them to have a zanpacto that reflects their weapon type in release and full release, be it a bow, cross bow, mace, or even an axe. So how would I be able to add that in when they leave the census office the first time?

sorry, i've been out with a blown motherboard. i'm running on a circa 1999 computer that can barely run a modern operating system, till i get my warranty redeemed.

MWSE comes either as a stand alone plugin that the user activates as he would any other mod, or integrated with MGE. to script for MWSE, you have to use MWedit. i wouldent say that it's difficult to script for, there are just a few rules to remember. it's all covered in a handy HTML document that comes with the standalone version of MWSE called, conveniently enough, "scripting for MWSE"

to answer your question, you can do it one of two ways. you can script a series of messageboxes, or use dialog. take a look at the chargen scripts to decide when you want to trigger the messageboxes or dialog. i forget if they used a global or not. if they did, it'd be easy to set this up. just have a line in your global script (you'll want your main global it to be a tribunal startscript) like so -
if ( chargenglobal == {value you want goes here} )        if ( adooncevariable == 0 )                 set adooncevariable to 1                startscript gm_weaponchoice        endifendif

i take it you understand how to script multiple choice messageboxes, so all you need to worry about is having the choices set a global variable for the weapon type. if you decide to do dialog (which is actually a bit less work to do i think)have the gm_weaponchoice script cause an NPC you place to forcegreet the player. make sure the NPC has a script attached with "nolore" to block all other dialog choices. then simply have the dialog choices set that global weapon type variable.

i'm pretty sure the different weapon types can all share the same script, just so long as only one instance of any of them is in the game world.

by the by, if you havent yet, i recommend reading "morrowind scripting for dummies" it's how i learned, a great reference. UESP:wiki has a listing of all the scripting functions, and it makes a great reference. usually, when i'm dreaming up something to add to my own mod, i'll scroll through the list to see what functions seem like obvious choices for the scripts i'll write.
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Brad Johnson
 
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Post » Sun Jan 24, 2010 9:19 am

sorry, i've been out with a blown motherboard. i'm running on a circa 1999 computer that can barely run a modern operating system, till i get my warranty redeemed.

MWSE comes either as a stand alone plugin that the user activates as he would any other mod, or integrated with MGE. to script for MWSE, you have to use MWedit. i wouldent say that it's difficult to script for, there are just a few rules to remember. it's all covered in a handy HTML document that comes with the standalone version of MWSE called, conveniently enough, "scripting for MWSE"

to answer your question, you can do it one of two ways. you can script a series of messageboxes, or use dialog. take a look at the chargen scripts to decide when you want to trigger the messageboxes or dialog. i forget if they used a global or not. if they did, it'd be easy to set this up. just have a line in your global script (you'll want your main global it to be a tribunal startscript) like so -
if ( chargenglobal == {value you want goes here} )        if ( adooncevariable == 0 )                 set adooncevariable to 1                startscript gm_weaponchoice        endifendif

i take it you understand how to script multiple choice messageboxes, so all you need to worry about is having the choices set a global variable for the weapon type. if you decide to do dialog (which is actually a bit less work to do i think)have the gm_weaponchoice script cause an NPC you place to forcegreet the player. make sure the NPC has a script attached with "nolore" to block all other dialog choices. then simply have the dialog choices set that global weapon type variable.

i'm pretty sure the different weapon types can all share the same script, just so long as only one instance of any of them is in the game world.

by the by, if you havent yet, i recommend reading "morrowind scripting for dummies" it's how i learned, a great reference. UESP:wiki has a listing of all the scripting functions, and it makes a great reference. usually, when i'm dreaming up something to add to my own mod, i'll scroll through the list to see what functions seem like obvious choices for the scripts i'll write.



Hey there, no worries, I have been busy with one of my other mods as well, so it is not a problem, I am in no hurry. Sorry to hear about your motherboard man, that has to svck.... when I lived with my dad he fried one of mine, on an older computer mind you, it was a tecra, laptop. But these things happen. I will get MSE, I have been meaning to, just been too lazy, and having fun with TR..... Plus the wife and kid..... so not in a big hurry! I will also get to reading Morrowind scripting for dummies. I have looked at a few help things on various sites, and they are a bit helpful, but not the best.

If I do the dialogue, to make the choices, I would have to put it on someone in the Census office, seeing as you need the weapon early on, but it starts only as a katana or wakizashi, what needs to happen is that what they choose kicks in at level 20 for the shikai, and level 70 for the bankai, so it is their weapon of choice, like a hammer, spear, etc. But maybe I am a bit confused, I am very tired right now, lol. I will be back in a bit after playing around with it for a bit.
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Lori Joe
 
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Post » Sun Jan 24, 2010 1:19 am

i forgot to add, in the script that gives the weapon, you'll want to make use of your "weapon type variable" in a if/elseif block, something like - starting from the part of the script that removes the sealed version and adds the unsealed (after the removal of the sealed version):

...if ( gm_weapontype == 0 )  player->additem "gm_unsealed_shortsword" 1elseif ( gm_weapontype == 1 ) player->additem "gm_unsealed_longsword" 1...


and so on. i forget if you wanted to forceequip, but if you do, just add (after the additem):
player->forceequip "gm_unsealed_shortsword"


i'm fairly sure forceequip is the right function, i'd check but it takes forever to even browse the internet on this computer. the function is listed in UESP:wiki in the categorical functions list.
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Jeff Turner
 
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Post » Sat Jan 23, 2010 9:03 pm

Okay, so an update, I finished making all the variety of weapons needed, with not showing any love to marksmen as that may cause problems, and blunt is hammer only, sorry no mace or staff to speak of, don't want things too complex.... for your starting skills you will have to either choose long blade or short blade to have along with what you want, say like axe, blunt, or spear, so your starting stats may be: Spear, long blade, some magical things... etc, but your favorite weapon choice will either have to be in company with short or long blade, or be short or long blade, now for the script that will give you a choice to make. My only question here would be this, seeing as you can choose your release form to be something other than a sword, would that choice have to be made in this script, or in the global script that takes effect at level 20? For this script without it I am going to use a gate that has an on activate function right after you leave the census offices:

Begin Soulreaperoneshort controlvarshort buttonif ( onactivate == 1 )         If ( controlvar == 0 )                   MessageBox "You find yourself starting your journey as a soul reaper, but first things first, you need a soul cutter.  What kid of a soul cutter do you have?", "Short Sword", "One Handed Long Sword", "Two Handed Long Sword"                   Set controlvar to 1elseif controlvar > 1         activateendifendifif ( controlvar == 1 )          set button to GetButtonPressed          if ( button == -1 )                  return          elseif ( button == 0 )                  Player->AddItem, "1sealedshort"                  Activate                  Set controlvar to 2          elseif ( button == 1 )                  Player->AddItem, "1sealedlong"                  Activate                  Set controlvar to 2          elseif ( button == 2 )                  Player->Additem, "1sealedlong2"                  Activate                  Set controlvar to 2          endifendifEnd


And testing it, it just worked!!! Somehow it got on a ring I did as an Easter egg of my own... but that may have been my fault, lol, not paying attention. But it works quite well! I like the idea of it being on activate because too many global scripts can cause lag, and that is not cool to do to people with not high end systems.

Now to work on that script that starts at level twenty....

Oh, and yes force equip works, I would make it so you have to have it equipped all the time, but given the main quest..... not going to use it, but good idea just in case!
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Cedric Pearson
 
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Post » Sat Jan 23, 2010 10:06 pm

to minimize the impact of globals, you can either end them with stopscript when not needed, or have them return constantly (in the beginning of the script) unless a condition is met. basically nest the main body of the script in an if check for a global most likely, as globals are perhaps the quickest way to pass information from script to script.

to answer your question, i would do it in the level 20 weapon script. if you do not wish the player to just decide what weapon he likes in the script you just posted (add another messagebox that asks the player what his favored weapon is to the script you just posted that sets the weapontype global) you can add a bunch of local variables to the level 20 weapon script, and set them to the player's individual weapon skills. then, you'd compare those variables and aditem for the appropriate weapon. add something like -

short playersswordshort playerlswordshort playerspearshort playeraxeshort playerbluntshort initialif ( initial == 0 )        set playerssword to player->getshortblade        set playerlsword to player->getlongblade        set playerspear to player->getspear        set playeraxe to player->getaxe        set playerblunt to player->getblunt        set initial to 1endifif ( playerssword >= playerlsword )        if (playerssword >= playerspear )                if ( playerssword >= playeraxe )                        if ( playerssword >= playerblunt )                                if ( player->getitemcount "sealeditemid" > 0 )                                        player->removeitem "sealeditemid" 1                                        player->additem "unsealedshortbladeitemid" 1                                        player->equip "unsealedshortbladeitemid"                                 endif                         endif                  enfid        endifenfid


and so on, for each skill. you want to store the player's skills as locals, because sometimes morrowind does not like comparing the direct skill. if you'd like to make the weapon change, you can reset the "initial" variable, when the sword is resealed, to zero. congrats on getting that last bit of functionality working, it's always a good feeling when you get something done and it works =D
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Emmi Coolahan
 
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Post » Sat Jan 23, 2010 9:41 pm

I am going to begin work on the global script for the 20 and 70 today, hopefully they won't give me any trouble, lol. I made a couple before now, to show how the sword at level twenty would work. I don't want them to just have a shikai without being able to seal it up when they aren't using it, so I made a script for both the shikai, and a variable of the sealed from (an exact copy aside from the id and now with a script) so that on equip the player can choose to either seal the sword, or release, respectively, and should they say no, it stays as is until the equip it again, allowing them to choose. I needed to make sure something like this would work before doing the global scripts, and the only thing I would think will be harder is to make one for the bankai, but I am working on that today as well, and will let you know how that goes. For now here are the two scripts so you can see what I am talking about, and in a bit I will get back to you with the global one to look at, using the part you created in your last part to help, thanks! When this mod is said and done (quests and all, seeing as this is more than just a weapons mod) I will be sure to give you credit man! Now for those scripts:

begin Releaseshort buttonshort messageOnshort resetshort OnPcEquipshort doneOnce;if ( MenuMode == 1 );	Return;endifif ( doneonce == -1 )	returnendifif ( OnPCEquip == 0 )	set reset to 0endifif ( reset == 1 )	returnendifif ( OnPCEquip == 1 )	if ( reset == 0 )		   set OnPCEquip to 0	  	   MessageBox "Would you like to use your shikai?" "Yes" "No"		   set messageOn to 1	  endifendifif ( messageOn == 1)	set button to GetButtonPressed	if ( button>= 0 )		set messageOn to 0	endif	if ( button == 0 )		Player->AddItem "1shikaisword" 1		Player->Removeitem "1sealedlong2_s" 1		set doneonce to -1				set reset to 1	elseif ( button == 1 )		set reset to 1		return	endifendif		End		


And to seal it again:

begin Seal1short buttonshort messageOnshort resetshort OnPcEquipshort doneOnce;if ( MenuMode == 1 );	Return;endifif ( doneonce == -1 )	returnendifif ( OnPCEquip == 0 )	set reset to 0endifif ( reset == 1 )	returnendifif ( OnPCEquip == 1 )	if ( reset == 0 )		   set OnPCEquip to 0	  	   MessageBox "Would you like to seal your sword now?" "Yes" "No"		   set messageOn to 1	  endifendifif ( messageOn == 1)	set button to GetButtonPressed	if ( button>= 0 )		set messageOn to 0	endif	if ( button == 0 )		Player->AddItem "1sealedlong2_s" 1		Player->Removeitem "1shikaisword" 1		set doneonce to -1				set reset to 1	elseif ( button == 1 )		set reset to 1		return	endifendif		End		


Tested them as well, they work fine. So as part of the level twenty script I need to use the item code to add the right sword, and remove the basic one. I am starting to have some fun with this now!

The only problem I have is with the long sword one handed, and long sword two handed, because there is only one long sword release, so I may have to make another one, for the one handed only, which would be effected by the global... is there any way to check this, or I am going to have to just use one or the other and people would just have to deal with it?

Actually I added the equip in there, so they don't have to worry about re-equipping when they get the weapon. I am having problems right now thinking about the global script and how to make it work, I think I will have to remove choices for long blade one handed vs two handed and just go with one or the other, and that if they start with the short blade they will automatically not be able to get anything other than the short blade shikai and bankai, because it won't really work otherwise.... it is just hard to decide on the one handed vs two handed because I like the idea of being either or, but I like the look of the two handed, while others may not... so it makes things hard....

I may have confused you... I hope now, lol I am very confused with what to do myself....
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Chenae Butler
 
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Joined: Sat Feb 17, 2007 3:54 pm

Post » Sat Jan 23, 2010 9:22 pm

looks good. to answer your question about 1 and 2 handers, you can have the choice at the beginning of the game control that. in the skill check, add one last if statement checking that variable. just insert that after the final skill check if statement. so long as we dont nest like 10 ifs, you should be fine.
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Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sun Jan 24, 2010 7:02 am

looks good. to answer your question about 1 and 2 handers, you can have the choice at the beginning of the game control that. in the skill check, add one last if statement checking that variable. just insert that after the final skill check if statement. so long as we dont nest like 10 ifs, you should be fine.

Well I have been off yesterday and today from work, but I have had a bad headache. I am going to put this off for a couple more days, until I can get into the swing of things, and start feeling better, okay? I really am enjoying doing this, but it is very time consuming and I have a lot to do. I will be back in a couple of days to get back to work though! Thanks for all of your help!

Scratch that, I am working on it, feeling a bit better and not really feeling motivated to do anything else right now... I am doing this right now...
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Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Sat Jan 23, 2010 6:56 pm

I just had an idea for the global script, one that may simplify things for choosing your swords release. When you have come to the door (now in the census office) you will get to choose your sword, and depending on what you choose, you will determine what kind of release you will be able to get. If you go for short blade (as of now anyway) you will only be able to get the short blade releases, while long blade one handed gives you a message box at level twenty, asking you what the name of your release is and next to the name it will say what type it is (axe) and (Long Blade One Hand) so you can choose on that, and with the two handed sword you can choose at twenty to either get (long blade two handed) (spear) (blunt) and then the Bankai script would check that answer and give you a Bankai related to your choice at level twenty. This way they can sort of choose in advance what they want. Note that all the weapons, as of this point, will do equal damage in shikai and bankai though if I make then different (like some that are kido based) this may change the direct damage. Right now I am just trying to get the basics down, and get things running. So, what do you think of that idea. I figure it could simplify the Global script for shikai because it would just have to check their first choice, and give them another choice to make, plus it makes you think ahead to decide what kind of player you want to be in the times to come.
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Lynette Wilson
 
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Joined: Fri Jul 14, 2006 4:20 pm

Post » Sun Jan 24, 2010 4:17 am

i dont see any big holes in that. if that's the way you want to do it, go for it.
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Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Sun Jan 24, 2010 3:19 am

All right, I have not been working on this for a few days because of work, and right now I am switching gears (but will be doing it tonight) because I am also working on another mod, so don't think I have given up! I am just a bit busy! Thanks for all of your help!
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Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Sun Jan 24, 2010 1:55 am

Just a quick up date, I have been very busy with life, and a bit of minecraft.... anyway, I will be back on task asap. Work has been crazy, got a promotion, so that takes up a lot of time, and will be working more soon, but I will try to keep up on this mod (hopefully resuming work tomorrow) so that I can get it done and out for people to try. Just thought I would let you all know!
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Mariaa EM.
 
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Joined: Fri Aug 10, 2007 3:28 am


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