Adding a spell, which has an effect, which adds a perk. Conf

Post » Sat Nov 17, 2012 2:48 pm

Okay so, I made a perk. The perk has conditions that checks whether it is between 5-8 or 17-20 in game time. Assuming those conditions are met the player is then given a 25% attack value increase.

The idea was to have this perk given to the player upon activation of a "shrine". However, for matter of testing and display purposes I figured I would add the damage bonus the way the Standing Stones do. I looked into it and it seems that when activating a Standing Stone the stone will give the player a spell, which in turn has a magic effect, which in turn gives the player a specific perk for the duration of said spell. The whole chain of command is very confusing but basically what I did was...

Made the spell with a description, made it an ability and chose to have it be a constant effect. Then I gave the spell a magic effect which is solely responsible for granting the perk for the duration of the spell. (Which in this case is permanent until the player chooses to remove it). Now I still can't tell whether or not my perk is actually being taken into account. Although while typing this I had a bit a thought...

Maybe putting the time constraints in the perk level was the wrong thing to do. Instead, I might be able to attach the time conditionals to the magic effect or spell level. That way when the right time came up the spell would appear in the permanent ability tab, the damage bonus would kick in and I would be all set to do things like add shaders, etc.

So...

1. Will my last thought above be neccesary to make this work or is leaving the time conditional in the perk work fine?
2. Now say I want to have an on-hit shader occur on the targets I hit while under the affects of the spell, How would I do this?
3. What about adding a shader to the PC while he is meets the conditions of the perk?

Sorry for the rambling, I need my sleep. Goodnight, hopefully someone (or myself) will have answers in the morning.
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James Shaw
 
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Post » Sat Nov 17, 2012 7:45 pm

Bump. My OP might have been a bit unclear. I am just really confused about what exactly Perk,Magic Effect and Spell do. For example, If I want to add a condition to the Detect Life Effect do I add it to the spell, the effect, or do I need to make seperate script?

What are the appropriate implementations of Perks vs Spells vs Magic Effects?

The way I happen to have done it in my new spell was to create a conditional perk that only runs from 5-8, 17-20. When that condition is met the player is rewarded with AttackValue = http://forums.bethsoft.com/topic/1400775-adding-a-spell-which-has-an-effect-which-adds-a-perk-confusion/AttackValue *1.25 (25%). Then I made a constant magic effect which says that as long as the effect is active, the player will have the perk. Then I made a spell containing the magic effect and added it to the player through a script. This seemed to work, but I have no clue where to add in extra features like shaders or what not.
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luis dejesus
 
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