UAI... Yeah, and it also allows you to were armors that disable your spell casting... like say Leather armor, and Full Plate. And Carsomyr +5.
A few, you won't even notice them, side effect, right. this can be a simple clause
Yea...
in an area script.
No !
It is better to do it in a better way. An invisible creature summoned by the kits clab file, not a area script that effect every game the mod is installed. Yes, it effects even if you make the scripts that you try to reduce the possibility of non wanted actions. This is why the clab approach is the only good way to do this.
Here's a way to make a specifically kitted fighter into being a kitted sorcerer in a
BGT-
weidu game via script... the creature is summoned by the characters clab file, so it can use the special script command, summoner of myself:
ActionOverride(LastSummonerOf(Myself), xyz)...
And the target object:
LastSummonerOf(Myself)
IF
Kit(LastSummonerOf(Myself),ijgrayf)
Class(LastSummonerOf(Myself),FIGHTER)
Global("IJ#graydragon","GLOBAL",0)
ActionListEmpty()
THEN
RESPONSE #100
ChangeClass(LastSummonerOf(Myself),SORCERER)
SetGlobal("IJ#graydragon","GLOBAL",1)
Continue()
END
IF
Global("IJ#graydragon","GLOBAL",1)
HasItemEquiped("ijidea1",LastSummonerOf(Myself))
HasItemEquiped("staf01",LastSummonerOf(Myself))
THEN
RESPONSE #100
SetGlobal("IJ#graydragon","GLOBAL",2)
ActionOverride(LastSummonerOf(Myself),AddKit(IJGRAYD))
END
IF
Global("IJ#graydragon","GLOBAL",2)
THEN
RESPONSE #100
DestroySelf()
END
The last action is there to kill the summoned creature.
Edited by The Imp, 25 February 2016 - 05:48 AM.