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Difference between revisions of "Category talk:Tutorials"

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imported>Darkelve
imported>Darkelve
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Example (code below probably won't be correct, only for illustration):
'''Example (code below probably won't be correct, only for illustration):


<nowiki>Scriptname Ex_Spell_AI
Scriptname Ex_Spell_AI
Begin  
Begin  


Line 42: Line 42:
Endif
Endif


End</nowiki>
End
 
'''
This might even be extended to include the NPC's factions and skill levels, so that Spellcasting 'AI packages' can be created for different categories and skill levels (e.g. specific behaviour for all Necromancers, of which ones with high Illusion are more likely to use a paralyze spell, while one with high Alteration might use shields more frequently etc.)
This might even be extended to include the NPC's factions and skill levels, so that Spellcasting 'AI packages' can be created for different categories and skill levels (e.g. specific behaviour for all Necromancers, of which ones with high Illusion are more likely to use a paralyze spell, while one with high Alteration might use shields more frequently etc.)


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Revision as of 04:41, 31 May 2006

I would really like seeing a tutorial creating new Races or Classes, and "Menu Images."

Answering:

1) Steps in creation of a new Class or Race.

2) Use existing "Menu Image" picture, where are they? In a BSA file?

3) Converting JPG to a DDS, if possible.

I did create a new Classes but the Construction Set Class dialog only wants DDS files for the "Menu Image."

I see no information on "Menu Images" that help.



I would like to see a tutorial on how to add a script to an NPC to give them better spellcasting strategies. This is a personal hobby horse of mine, but would benefit everyone and would show:

- how to add a script to an NPC

- how scripts can override normal spellcasting behaviour (at least if it's like Morrowind)

- Illustration of the function HasMagicEffect

- Difference between "Cast Spell" (target self) and "Cast Spell Player" (target player)

- Conditional decisions using if-constructs


Example (code below probably won't be correct, only for illustration):

Scriptname Ex_Spell_AI Begin

if (player.HasMagicEffect ZSCA == 1) ; player has a scamp summonned Cast GreaterDispelonOther player ; have the NPC try to dispell the thing Endif

if (HasMagicEffect FRDG == 1) ; NPC has fire damage on him Cast FireShield ; have the NPC cast a Fire Shield on himself Endif

End This might even be extended to include the NPC's factions and skill levels, so that Spellcasting 'AI packages' can be created for different categories and skill levels (e.g. specific behaviour for all Necromancers, of which ones with high Illusion are more likely to use a paralyze spell, while one with high Alteration might use shields more frequently etc.)