Are item event scripts non-functional? The wiki says an item is sent events which are handled in its event script, scripts such as equip, unequip, etc. I created an event script for my item, and it doesn't respond to these events. So I changed my event script to always do DisplayStatusMessage("Test") whenever the event script is triggered. It never is. WTF?!
Bioware: You guys make great games, but you really should hire Bethesda to make your engines and toolsets.
Item event scripts
Débuté par
KaylaKaze
, nov. 15 2009 11:18
#1
Posté 15 novembre 2009 - 11:18
#2
Posté 16 novembre 2009 - 12:14
What exactly I'm trying to do:
make a weapon that gives a player 2 abilities while equipped: 1) a spell like ability such as Fireball that uses no mana or stamina but has a 10 minute cooldown and 2) a passive ability that functions like Death Syphon that reduces the cooldown of 1) by absorbing the dead's energy.
make a weapon that gives a player 2 abilities while equipped: 1) a spell like ability such as Fireball that uses no mana or stamina but has a 10 minute cooldown and 2) a passive ability that functions like Death Syphon that reduces the cooldown of 1) by absorbing the dead's energy.
#3
Posté 16 novembre 2009 - 11:45
hmm, did you replace the player_core or similar script (not sure what the default one is for items) with your script?
Don't forget to send any unhandled events on to the core script though.
If that doesn't work take a look at the player_core script maybe you have to manually add a
other than that i can't think of anything else atm (not at my pc withe toolset installed atm)
Don't forget to send any unhandled events on to the core script though.
If that doesn't work take a look at the player_core script maybe you have to manually add a
Handlevent(ev,R"yourscrip.nss")in the event trigger of the equip item code
other than that i can't think of anything else atm (not at my pc withe toolset installed atm)
#4
Posté 16 novembre 2009 - 12:52
I've been having a similar problem.
http://social.biowar.../8/index/185953
The only way I've got reactions from item use is to look for the item events in the module script. I've not found anything that will actually run the script on an item....and as you say its on the Wiki, and there is a location to enter a script in the toolset....
Let us know if you have any luck
http://social.biowar.../8/index/185953
The only way I've got reactions from item use is to look for the item events in the module script. I've not found anything that will actually run the script on an item....and as you say its on the Wiki, and there is a location to enter a script in the toolset....
Let us know if you have any luck
#5
Posté 16 novembre 2009 - 01:02
well item use is "easy" - add an ability to the ABI_BASE.xls - copy the line into a new xls-file and create a gda with the exelprocessor - place it in your core/override folder and use that new ability (u should have it as a option in the combo now) and then look for the "spell_impact" somthing event i can but up an example later if anyone is interested... (not at my toolset pc atm)
though if u want to make that stuff happen in the equip event well that is a differnt matter
though if u want to make that stuff happen in the equip event well that is a differnt matter





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