lucen15 Posted January 21, 2014 Posted January 21, 2014 so i am reading a tutorial on scripting for skyrim right now and i am a little bit confused about something, on the webpage: http://www.cipscis.com/skyrim/tutorials/beginners.aspx he says: If you want to use specific objects in your script, then by naming your properties the same as the editorIDs of the objects at which you want them to point, the Creation Kit will be able to fill them automatically at the press of a button, so it's not quite the hassle it sounds like. now that is not a problem to me i can understand that without any complications but the he goes on to say: A good example of a script that has been written in such a way that it can be reused in similar situations is the script for the "Transmute" spell, which is called transmuteMineralScript. Now i can understand that to but i always check and compare scripts in skyrim with different ones and so i looked it up and found the script Scriptname transmuteMineralScript extends ActiveMagicEffect {script for spell to allow transmutation of ores} import game MiscObject Property Ore01 Auto {Lowest value ore} MiscObject Property Ore02 Auto {Middle value ore} MiscObject Property Ore03 Auto {Highest value ore} Sound Property FailureSFX Auto float property skillAdvancement = 15.0 auto {How much to advance the skill? Only works when spell actually transmutes something} message property failureMSG auto there that is the declaration of it the rest is just events, now the problem is that i do not understand how ore01 refers to the iron ingot or ore03 is gold etc, to me it looks like they have not been declared. I am probably missing something simple but if someone could explain this to me i would appriciate it.
lucen15 Posted January 21, 2014 Author Posted January 21, 2014 so i am reading a tutorial on scripting for skyrim right now and i am a little bit confused about something, on the webpage: http://www.cipscis.com/skyrim/tutorials/beginners.aspx he says: If you want to use specific objects in your script, then by naming your properties the same as the editorIDs of the objects at which you want them to point, the Creation Kit will be able to fill them automatically at the press of a button, so it's not quite the hassle it sounds like. now that is not a problem to me i can understand that without any complications but the he goes on to say: A good example of a script that has been written in such a way that it can be reused in similar situations is the script for the "Transmute" spell, which is called transmuteMineralScript. Now i can understand that to but i always check and compare scripts in skyrim with different ones and so i looked it up and found the script Scriptname transmuteMineralScript extends ActiveMagicEffect {script for spell to allow transmutation of ores} import game MiscObject Property Ore01 Auto {Lowest value ore} MiscObject Property Ore02 Auto {Middle value ore} MiscObject Property Ore03 Auto {Highest value ore} Sound Property FailureSFX Auto float property skillAdvancement = 15.0 auto {How much to advance the skill? Only works when spell actually transmutes something} message property failureMSG auto there that is the declaration of it the rest is just events, now the problem is that i do not understand how ore01 refers to the iron ingot or ore03 is gold etc, to me it looks like they have not been declared. I am probably missing something simple but if someone could explain this to me i would appriciate it. Nevermind i figured out how it works, i just went into the script properties and it was right there.
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