Scriptname ChangeRaceOnEquip extends ObjectReference
Race Property BretonRace auto
Race Property BretonRaceTattoo1 auto
; und so weiter
Race prevRace
Event OnEquipped(Actor actionRef)
prevRace = actionRef.getrace()
if(prevRace == BretonRace)
actionRef.setrace(BretonRaceTattoo1)
elseif(prevRace == ...)
...
endif
EndEvent
Event OnUnequipped(Actor actionRef)
actionRef.setrace(prevRace)
EndEvent
if game.getplayer().GetActorValuePercentage("health") <= dein Wert
Starting 1 compile threads for 1 files...
Compiling "testscript"...
g:\steam\steamapps\common\skyrim\Data\Scripts\Source\s.psc(6,32): missing RPAREN at 'Actor'
g:\steam\steamapps\common\skyrim\Data\Scripts\Source\s.psc(6,52): no viable alternative at input ','
g:\steam\steamapps\common\skyrim\Data\Scripts\Source\s.psc(0,0): error while attempting to read script s: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
No output generated for testscript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on testscript"
scn cbWarglaiveSheathScriptBack
; original script by ercvomnil
Begin GameMode
if ( GetContainer != Player )
Return
endif
if (Player.GetEquipped cbSelenesWarglaiveBack && Player.IsWeaponOut == 1)
message " "
message " "
Player.EquipItem cbSelenesWarglaive
;--- If the scimitar weapons aren't being used at all, then let's remove the sheathed decoys, if any.
elseif (Player.GetEquipped cbSelenesWarglaive == 0 && Player.GetEquipped cbSelenesWarglaiveBack == 0 && Player.GetItemCount cbSelenesWarglaiveBack > 0)
message " "
message " "
Player.RemoveItem cbSelenesWarglaiveBack 1
endif
End
scn cbWarglaiveSheathScript
; original script by ercvomnil
float fQuestDelayTime
Begin GameMode
;--- Setting this too variable makes the script run much less often, and does the same thing as "DoOnce" hack
set fQuestDelayTime to 0.1
if ( GetContainer != Player )
Return
endif
;--- If the scimitar is equipped and sheathed, and if the shield slot has one of the other scimitar off hands...
if (Player.GetEquipped cbSelenesWarglaive == 1 && Player.IsWeaponOut == 0 && (Player.GetEquipped cbWarglaiveOffhand == 1 ))
;--- ...then we want to take off the offhand so the player isn't holding when not in attack mode...
message " "
message " "
if (Player.GetEquipped cbWarglaiveOffhand == 1)
Player.UnequipItem cbWarglaiveOffhand
endif
;--- ...and equip the appropriate sheathed decoy. w00t.
if (Player.GetItemCount cbSelenesWarglaiveBack == 0)
message " "
message " "
Player.AddItem cbSelenesWarglaiveBack 1
endif
message " "
message " "
Player.EquipItem cbSelenesWarglaiveBack
;--- Finally, if the scrimitar is drawn...
elseif (Player.GetEquipped cbSelenesWarglaive == 1 && Player.IsWeaponOut == 1 && Player.IsShieldOut == 0)
;--- ...then let's re-equip the scimitar offhand, if any...
if (Player.GetItemCount cbWarglaiveOffhand > 0)
message " "
message " "
Player.EquipItem cbWarglaiveOffhand
endif
;--- ...and also remove any of those sheathed decoys, if any, from the inventory.
if (Player.GetItemCount cbSelenesWarglaiveBack > 0)
message " "
message " "
Player.RemoveItem cbSelenesWarglaiveBack 1
endif
endif
End
Float health
Actor Property playerRef auto
Event OnEffectStart(Actor Target, Actor Caster)
health = playerRef.getActorValue("Health")
EndEvent
Event OnHit(ObjectReference AttackerObj, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
Health -= playerRef.getActorValue("Health")
; anderes Zeug
health = playerRef.getActorValue("Health")
EndEvent
Scriptname Waffe1script extends ObjectReference
Event onadd
game.additem shield 1
Eventend
Event GameMode
;--- If the scimitar is equipped and sheathed, and if the shield slot has one of the other scimitar off hands...
if game.getplayer().getequipped (Waffe1) == true && game.isweaponout == 1 && game.getplayer().equipitem shield
;--- ...then we want to take off the offhand so the player isn't holding when not in attack mode...
message " "
message " "
if game.GetEquipped shield == 1
game.UnequipItem shield
endif
;--- ...and equip the appropriate sheathed decoy. w00t.
if game.GetItemCount waffenormal == 0
message " "
message " "
game.AddItem waffenormal 1
endif
message " "
message " "
game.EquipItem waffenormal
;--- Finally, if the scrimitar is drawn...
elseif game.GetEquipped waffe == 1 && game.IsWeaponOut == 1 && game.IsShieldOut == 0
;--- ...then let's re-equip the scimitar offhand, if any...
if game.GetItemCount shield> 0)
message " "
message " "
game.EquipItem shield
;--- ...and also remove any of those sheathed decoys, if any, from the inventory.
if game.GetItemCount waffenormal > 0
message " "
message " "
game.RemoveItem waffeanormal 1
endif
endif
EndEvent
Scriptname Waffenormalscript extends ObjectReference
Event GameMode
if game.GetEquipped Waffenormal && game.IsWeaponOut == 1
message " "
message " "
Game.EquipItem Waffe1
;--- If the scimitar weapons aren't being used at all, then let's remove the sheathed decoys, if any.
elseif game.GetEquipped Waffe1 == 0 && game.GetEquipped Waffenormal == 0 && game.GetItemCount Waffenormal > 0)
message " "
message " "
game.RemoveItem Waffenormal 1
endif
EndEvent
Event OnHit
if game.getplayer().getactorvaluepercentage("health") < ###
blablabla
EndEvent
float Leben
Event OnEquip
Leben = (game.getplayer().getactorvalue("health") / game.getplayer().getactorvaluepercantage("health") * 100) ; (ich glaube, das berechnet das doch in Prozent, oder..?)
EndEvent
Event OnHit
if Leben - game.getplayer().getactorvalue("health") > ##(der Schadenswert)##
blablabla
EndEvent