Talk:Scripting Tutorial: Custom Bound Items

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Revision as of 17:53, 30 November 2009 by imported>EnigmaniteZ (A question I hope to resolve)
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Thanks for this tutorial, I've been trying to find out, how an item can determine its bearer...and it's here! I think I'd never even tried "GetContainer".

I've been doing some tests because of annoyances with scripts on items when transfering the with "RemoveAllItems". It's documented here: http://www.elderscrolls.com/forums/index.php?showtopic=492245 The result is, that scripts using "OnEquip" might fail (or: usually fail) to work, if the item is handed to a companion using companion share: the block is not executed.

Andreas.

QueryEdit

Your explanation is really good, thankyou. I'm planning on creating summon spells where i summon multiple NPC's or creatures at once. and i plan to then reward these spells to a player upon eqipping a ring. but i want to make these spells permanent, hence reward.

any tips or tutorial scripts? :)

thanks

ThanksEdit

Thanks for this tutorial it was very informative and lead to my first (non-generic ie. not "Hello world") mod with scripting in it. I adapted it to summon a robe, hood and dagger. Leonidas 04:40, 3 June 2007 (EDT)

A question I hope to resolveEdit

I'm just a scripter thinking up ideas. Can you reference objects in a container/actor from outside the object? Like having a scripted spell effect that can set a script on an object's variable to something. Maybe it would help if I outlined my idea:

Note that, for clarity, I used bad scripting. I know that using GetSelf/GetContainer as a reference is (probably) illegal. So substitute for what works Also, where percent signs are concerned, I'm not sure whether they are used as "brackets" or just as the start/end char. some systems use one, some the other.

Components: (Multiple) Bound Items, A variety of armor/weapons/etc. (1)script to be attached to the spell or object calling the summon, that does such as this: onScriptEffectStart If ( Getself.GetItemCount %itemname% == 0 ) additem %itemname% 1 endif If ( Getself.GetItemCount %itemname% > 0 ) set %itemname%.%refvar% to %itemname% set %itemname%.shortvar to 1 endif end


(1) script that can act universally for bound items, contains a ref variable that is supposed to be a ref to the calling object itself and a short variable to check whether the script should run. I.e:

onUnequip %item if ( shortvar == 1 ) If ( GetContainer.IsActor == 1 ) GetContainer.ForceEquip %refvar% endif endif

If I come across unclear, please add a note. If you know the answer, add a note. If I figure it out on my own, I will add a note.

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