0 then return true else return false end end end local function onActive() caster = 0 end local function onUpdate() if caster == 0 and players(holding) == true then local effe = core.magic.EFFECT_TYPE.FireDamage local static = core.magic.effects.records[effe].hitStatic anim.addVfx(self, types.Static.record(static).model, { boneName = bone, loop = true, vfxId = vfx_name_id }) caster = 1 end if caster == 1 and players(holding) == false then --players("6t"> 0 then return true else return false end end end local function onActive() caster = 0 end local function onUpdate() if caster == 0 and players(holding) == true then local effe = core.magic.EFFECT_TYPE.FireDamage local static = core.magic.effects.records[effe].hitStatic anim.addVfx(self, types.Static.record(static).model, { boneName = bone, loop = true, vfxId = vfx_name_id }) caster = 1 end if caster == 1 and players(holding) == false then --players("6t"> 0 then return true else return false end end end local function onActive() caster = 0 end local function onUpdate() if caster == 0 and players(holding) == true then local effe = core.magic.EFFECT_TYPE.FireDamage local static = core.magic.effects.records[effe].hitStatic anim.addVfx(self, types.Static.record(static).model, { boneName = bone, loop = true, vfxId = vfx_name_id }) caster = 1 end if caster == 1 and players(holding) == false then --players("6t">
local types = require('openmw.types')
local core = require('openmw.core')
local self = require('openmw.self')
local anim = require('openmw.animation')
local nearby = require('openmw.nearby')
local caster --state
local holding = "6th bell hammer"
local vfx_name_id = "scatter"
local bone = ""
local function players(hold)
local acts = nearby.players
for a, b in pairs(acts) do
if types.Actor.inventory(acts[a]):countOf(hold) > 0 then
return true
else
return false
end
end
end
local function onActive()
caster = 0
end
local function onUpdate()
if caster == 0 and players(holding) == true then
local effe = core.magic.EFFECT_TYPE.FireDamage
local static = core.magic.effects.records[effe].hitStatic
anim.addVfx(self, types.Static.record(static).model, { boneName = bone, loop = true, vfxId = vfx_name_id })
caster = 1
end
if caster == 1 and players(holding) == false then --players("6th bell hammer") == false then
print("no")
anim.removeVfx(self, vfx_name_id)
caster = 0
end
end
local function onInactive()
anim.removeVfx(self, vfx_name_id)
end
return { engineHandlers = { onActive = onActive, onInactive = onInactive, onUpdate = onUpdate} }