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Detecting current weapons "strength"


Sofus

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I have a "scripting problem". I am trying to script a sensible use for the otherwise worthless spell "Shillelagh" :mad: And since Jaheira has been yelling "Weapon has no effect !" for weeks now - I never bothered getting her a +something weapon - I was thinking that would be a perfect criteria for using Shillelagh.

 

So the question is. How do I Detect that ? Either the "weapon has no effect" or just the fact that I'm using a non magical weapon. The only thing I can think of, is either a load of specific HasItemEquiped() for each non magical weapon in the game, or some advanced calculation based on proficiency and damagebonus checks.

 

Using one of the 3 damagebonus stats from stats.ids doesn't work on its own, since the returned value includes bonuses from proficiencies and basestats. And doing HasItemEquiped() wouldn't tell me if I was actually using the weapon, but only if it was in a quickslot (as far as i know.)

 

Any ideas ?

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I have a "scripting problem". I am trying to script a sensible use for the otherwise worthless spell "Shillelagh" :mad: And since Jaheira has been yelling "Weapon has no effect !" for weeks now - I never bothered getting her a +something weapon - I was thinking that would be a perfect criteria for using Shillelagh.

 

So the question is. How do I Detect that ? Either the "weapon has no effect" or just the fact that I'm using a non magical weapon. The only thing I can think of, is either a load of specific HasItemEquiped() for each non magical weapon in the game, or some advanced calculation based on proficiency and damagebonus checks.

 

Using one of the 3 damagebonus stats from stats.ids doesn't work on its own, since the returned value includes bonuses from proficiencies and basestats. And doing HasItemEquiped() wouldn't tell me if I was actually using the weapon, but only if it was in a quickslot (as far as i know.)

 

Any ideas ?

 

Sofus,

 

Currently there is not really a way to do this.

 

But, if the Detectable Effects (formally Detectable Spells) re-vamp every makes it out of the discussion stage, there is a scheme for being able to check weapon enchantment level embedded it in.

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