Switches Help
DefiantShade
Member Posts: 21
I would like to make use of the special palemaster item switch, but am a bit confused. Does the script I specify have to add equip/unequip commands plus the bonuses I would apply or is that handled automatically by the module event scripts ? Any direction is appreciated.
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Comments
Are you thinking of using something like a player tool feat to give abilities? (And maybe take them away?)
// * This allows you to script items that enhance a palemaster's summoned creatures.
Sounds like what you want to do.
// * You need to put the name of a script into this variable that will be run on any creature called by the pale master's summon undead ability.
Sure, you can do that in the loader script.
// * You can use this script to add effects to the creature.
The script can use OBJECT_SELF to point to the summon being enhanced or whatnot.
// * You can use the OnEquip/OnUnEquip event hooks set this variable.
This statement doesn't make sense to me at all. I mean, you could define it there, but the loader script seems more sure. Makes me doubt if I understood any of it.
I guess the variable has to be put on the pale master / player.
Here's the relevant part from x2_s2_sumundead:
When a player logs in, they do so without any items equipped, then equip to their last state—I think. (That's why on acquire fires for every item in a players inventory when they log in, so I'm assuming the same happens for on equip.) In that case, setting it in on equip would be a way to make sure your Pale Master has the script defined.
Still though…
OnClientEnter makes more sense to me. You could just set the variable for all players that enter, or limit it to only those with PM levels.
…Unless you want it to be some actual item that you equip to empower your summons.
Of course you can forget about the item and just set the variable on the player to have the upgrade all the time.
The pmitem script applies boost to STR,DEX and CON plus adds Haste and Magic Damage 2d12.
I’m happy to report that the item works as intended . Looks like it’s only applied to summon and greater summon undead and not to animate dead but I think that’s how it’s intended to be used. Of note, if you unequip the item after summoning ,the undead retains stat boosts but the the next summon spawns in without the boost as the variable is removed from the PC. I suppose additional script could be done to have the boost dispel from the summon if item is unequip, but I’m happy to use it as it is in my test module. Thanks for the help in sorting the switch use out.