Spell Making.

Post » Wed Nov 07, 2012 9:13 am

So, I have an idea of how to implement spell making.

I don't think you will be able to combine that many effects, especially if they are conflicting, but it would allow some form of spell creation.

For example you could create a Flames spell with (almost) any magnitude you want. Or create a Conjuration spell that summons three skeletons and a bound sword for however many seconds you want?

How interested in this would people be?
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Floor Punch
 
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Post » Wed Nov 07, 2012 9:17 am

I just asked about this recently in the ck forums.. I'm very interested. I dont mind not combining different types, but at least the magnitude of the spell for starters.
Whats your idea???
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Franko AlVarado
 
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Post » Wed Nov 07, 2012 5:43 am

My idea involves the use of SkyProc. Basically you'd just iterate through all the spells (that are appropriate anyway), and create different magnitude spells from 0 in increments of X up until Y. Then you'd create a menu with slider stuff (using the SkyUI menu stuff), and use Papyrus to add the appropriate spell to the player.

Somewhat unelegant, but should work.
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CRuzIta LUVz grlz
 
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Post » Wed Nov 07, 2012 4:36 pm

Beware the fact that the engine loads all plugins into memory at runtime. A 200mb database of spells is a permanent 200mb overhead in-game of memory, at least so far as I've seen.
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Jynx Anthropic
 
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Post » Wed Nov 07, 2012 10:05 am

Beware the fact that the engine loads all plugins into memory at runtime. A 200mb database of spells is a permanent 200mb overhead in-game of memory, at least so far as I've seen.

I wonder how big it would grow :D. I don't imagine I'll ever actually do this, more throwing the idea out there.
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Kyra
 
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Post » Wed Nov 07, 2012 4:58 am

@Ali:
I think you don't need SkyProc to make it happened. If I were to do it, here is a simple plan:
- Create bunch of new dummy spells for player to select. If Skse has a function to rename spell, its great
- Have your script to act as database records (maybe a FormList?) which MagicEffect being created/combined/assigned to these dummy spells
- When player select a custom spell (with OnObjectEquipped Event), do a quick search on that list to get extra MagicEffect/Spell
- Use http://www.creationkit.com/DoCombatSpellApply_-_Actor on target as extra magic effect

As you wish to increase magnitude:
- If Skse has function to change spell's description, that's great
- Have about 4 extra perks per each magic school (with increase power/magnitude and spell cost) with different threshold: 125%, 150%, 175%, 200% or whatever you wish. These perks apply only when you know these spells are equipped

Of course this is a little draft, but I think it maybe a right track :P
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Anthony Diaz
 
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