» Fri Nov 16, 2012 2:43 pm
I like this idea...
It should be possible to create a permanent skull in the CK with your script on it. Give it properties for each available stat you wanted to be able to train. When you cast the spell, add the skull to the player, do some kind of check for on item add, and then get all the stats from the spell target and set the properties on that skull to each of those.
It SHOULD be possible with AddItem to get the specific reference of the skull added, not the base object. So, it should be possible to set the stats on each skull added to the player, so each one tracks the stats of it's "body" creature. Maybe have different models/icons for human or animal skulls.
When the player equips the skull, do a quick check to see if any of the skull's stats were greater than the player's. Have some global variables, either alone or on a quest script constantly running, for each skill. Set them to 1 if greater than the player's and 0 if not. Then, place an invisible actor at the player with conditions to have discussion topics if these variables were 1 or 0, so only the skills you can train in are shown, and initiate conversation with it.
I am guessing each skull could only be used to train one skill one time, to avoid leveling too fast. In that case, have a check in the dialogue interaction (I haven't done too much of this but I know it is possible) so that if you train a certain skill, dialogue will end, the skull is removed, and the invisible NPC moved to a holding cell somewhere.