Can you run an event on the player leveling up?

Post » Tue Jun 19, 2012 4:15 pm

Basically what I am trying to do is make a small PokeMod for skyrim. All it would do is add three starter pokemon (based off of skyrim creatures, I'm not crazy) that you can recruit as animal followers. I've made Roselia already (based off of a spriggan) and what I need to do is build scripts that occur when the player levels up to specific levels to induce things like adding/removing abilities and evolving.

Anyone have any input as to how to go about that?
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carrie roche
 
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Post » Tue Jun 19, 2012 10:21 pm

You can use the Story Manager to do this (The story manager is basically a thing that runs a quest when an event happens). It has an event IncreaseLevel which you can set to run a quest you create with a script attached to it (make sure your quest stops the quest after it is done so it can run again next time you level up).
http://www.creationkit.com/Category:Story_Manager
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JERMAINE VIDAURRI
 
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Post » Wed Jun 20, 2012 1:03 am

You can use the Story Manager to do this (The story manager is basically a thing that runs a quest when an event happens). It has an event IncreaseLevel which you can set to run a quest you create with a script attached to it (make sure your quest stops the quest after it is done so it can run again next time you level up).
http://www.creationkit.com/Category:Story_Manager

Ugh. Looks like I'm going to have to make a SM node for every move learning level for each pokemon, then make a quest that runs the trademoves script and advances itself, then closes. Fun Fun.
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megan gleeson
 
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Post » Tue Jun 19, 2012 9:28 pm

I must be tired because I completely didn't read your actual post (I don't remember anything about pokemon)

Hmm... I think you miss-understand how it works, if you go to the existing Increase Level SM event node, go to edit, add a new quest node (You probably want to check 'Shares Events' so that your quest doesn't hog the event), then add a your quest to the quest node. You can then attach a script to your quest, that OnInit does all this adding moves and leveling up of your pokemon, depending on the players level, and at the end of OnInit go self.Stop() so your quest isn't running the next time you level up (if you level up and the quest is already running you can't start it, which is why you stop it)
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Latisha Fry
 
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Post » Wed Jun 20, 2012 7:41 am

Brilliant. I didn't realize you could start/stop quests like that. This will be perfect, thank you.
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Marquis deVille
 
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