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So I don't know the level, but it should be twice the level at which it becomes useless without the mod.
and my skyrim exploded in fireballs IT WAS WTF BOOOOOOOOOOOOOOOOOOOOOOOOM! MUHAHAHAHAHA
Turns out there are like 3 steps to preparing it because level increase is on a entirely different table compared to normal quests.
That and I don't really get into the mood to open creation kit just to compile the thing.
Scriptname LevelupScript
Int BuffHealth
Int BuffMagicka
Int BuffStamina
Event OnStoryIncreaseLevel(int aiNewLevel)
//Calculate buff values
BuffHealth = (aiNewLevel * 5)
BuffMagicka = (aiNewLevel * 5)
BuffStamina = (aiNewLevel * 5)
//Set buff values to actor
player.setAV Health BuffHealth
player.setAV Magicka BuffMagicka
player.setAV Stamina BuffStamina
endEvent
Oh right I probably should not have mixed the base health in since a 100hp now became 205...
Scriptname LevelupScript
Int MaxHealth
Int MaxMagicka
Int MaxStamina
Int BuffHealth
Int BuffMagicka
Int BuffStamina
Event OnStoryIncreaseLevel(int aiNewLevel)
//Get the current base hp, mp, sp
MaxHealth = player.getbaseactorvalue Health
MaxMagicka = player.getbaseactorvalue Magicka
MaxMagicka = player.getbaseactorvalue Stamina
//Calculate buff values
BuffHealth = (aiNewLevel * 5) + MaxHealth
BuffMagicka = (aiNewLevel * 5) + MaxMagicka
BuffStamina = (aiNewLevel * 5) + MaxStamina
//Set buff values to actor
player.setAV Health BuffHealth
player.setAV Magicka BuffMagicka
player.setAV Stamina BuffStamina
endEvent
Event OnStoryIncreaseLevel(int aiNewLevel)
Debug.Trace("Player just reached level " + aiNewLevel)
[insert code that modifies stats and buffs here]
endEvent
each time the player levels up, the script is turned on.
The script takes the variable that the player level is and configures the stats and buffs properly.
Then the script turns itself off afterwards.
aiNewLevel is only retrievable when the player levels up maybe.
Parameters
aiNewLevel: The level the player just got.
Examples
Event OnStoryIncreaseLevel(int aiNewLevel)
Debug.Trace("Player just reached level " + aiNewLevel)
endEvent
If you can store the variable of aiNewLevel somewhere it can be used as a means to grant stat gain.
It grants buffs to their health/stamina/magicka and cannot be disbelled.
When you toss fireballs, the script can tell if you are spraying or shooting projectiles, so with fireballs and firebolts, when the game character using it damages targets, it rolls random chances to do extra damage to them as a separate effect.
Fireball used -> Script runs and checks for targets hit -> Fireball hits 3 targets -> Script rolls 3 dices and if successful will inflict 'flame damage' to each target, or it can inflict a AOE effect on the point of contact on the fireball.
Like a active effect of fortify destruction +150% for 1 second.
What I might be able to do is: adding critical hits to spells (but I have no idea if it's possible or not, I'll give it a try) and making the spell damage starting to scale with character level once you reach a certain point unfortunally I don't have enough end-game playing experience, to decide how to implement that, and i'll need your suggestions).