No Spell Ready Animation Event? (That works!)

Post » Sat Nov 17, 2012 6:31 am

I've gone through all the animation events looking to get an animation event when the player has a Spell Ready, but none seem to fire. Anyone have any luck? These are the events I've tried:
Spoiler

RegisterForAnimationEvent(player,"2_SpellStart")RegisterForAnimationEvent(player,"BeginCast")RegisterForAnimationEvent(player,"CastOKStart")RegisterForAnimationEvent(player,"CastStart")RegisterForAnimationEvent(player,"Initiate")RegisterForAnimationEvent(player,"InitiateStart")RegisterForAnimationEvent(player,"MagicEquip")RegisterForAnimationEvent(player,"Magic_Equip")RegisterForAnimationEvent(player,"DrawMagic")RegisterForAnimationEvent(player,"CastStop")RegisterForAnimationEvent(player,"SpellRelease")RegisterForAnimationEvent(player,"MLh_Ready")RegisterForAnimationEvent(player,"MRh_Ready")RegisterForAnimationEvent(player,"MLh_SpellReady_event")RegisterForAnimationEvent(player,"MRh_SpellReady_event")RegisterForAnimationEvent(player,"MLh_SpellReady_EnterNotify")RegisterForAnimationEvent(player,"MRh_SpellReady_EnterNotify")RegisterForAnimationEvent(player,"MLh_SpellRelease_event")RegisterForAnimationEvent(player,"MRh_SpellRelease_event")RegisterForAnimationEvent(player,"MLh_SpellFire_event")RegisterForAnimationEvent(player,"MRh_SpellFire_event")RegisterForAnimationEvent(player,"MLh_Equipped_Event")RegisterForAnimationEvent(player,"MRh_Equipped_Event")RegisterForAnimationEvent(player,"MLh_SpellEquipped_EnterNotify")RegisterForAnimationEvent(player,"MRh_SpellEquipped_EnterNotify")RegisterForAnimationEvent(player,"ReadyRight")RegisterForAnimationEvent(player,"BeginCastRight")RegisterForAnimationEvent(player,"MLh_WinStart")RegisterForAnimationEvent(player,"MRh_WinStart")RegisterForAnimationEvent(player,"MLh_SpellAimedStart")RegisterForAnimationEvent(player,"MRh_SpellAimedStart")RegisterForAnimationEvent(player,"MLh_SpellCallStart_EnterNotify")RegisterForAnimationEvent(player,"MRh_SpellCallStart_EnterNotify")RegisterForAnimationEvent(player,"SpellStart")RegisterForAnimationEvent(player,"Weapon_Equip_State_To_Magic_Equip_State")

Some of these events do fire when I'm casting a spell, but none fire just when I Ready A Spell.

Thanks!
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marina
 
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Post » Sat Nov 17, 2012 8:04 am

Well, I found:

RegisterForAnimationEvent(player,"WeaponDraw")

does fire for spells too, so I guess I just have to check the equipped type. Not as clean as the event for the bows, so if anyone has a better suggestion, I'm still interested.
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Mashystar
 
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Post » Sat Nov 17, 2012 1:19 am

For anyone else who might need this, this is how I determine if the player has magic spells Ready:

Event OnAnimationEvent(ObjectReference akSource, String asEventName) If asEventName == "WeaponDraw"  If player.GetAnimationVariableBool("bMLh_Ready") || player.GetAnimationVariableBool("bMRh_Ready")   playerMagicReady = True   Else   playerMagicReady = False	  EndIf   ElseIf asEventName == "WeaponSheathe"    playerMagicReady = False EndIfEndEvent

Don't know if it's the best way, so input appreciated.
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Mark
 
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Post » Sat Nov 17, 2012 9:43 am

Thanks, I have a few spells in development that could definitely benefit from knowing when they're readied. Increasing the spell magnitude based on "charge" time is just the tip of the iceberg...
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Cccurly
 
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Post » Fri Nov 16, 2012 11:21 pm

Thanks, I have a few spells in development that could definitely benefit from knowing when they're readied. Increasing the spell magnitude based on "charge" time is just the tip of the iceberg...

I have this image of the ground shaking and particle effects beginning to stream upwards from the ground. (It should really involve small rocks spontaneously levitating, but that might be too much to ask...)
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kelly thomson
 
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Post » Sat Nov 17, 2012 10:04 am

I have this image of the ground shaking and particle effects beginning to stream upwards from the ground. (It should really involve small rocks spontaneously levitating, but that might be too much to ask...)

Sounds like a scene from Dragonball Z :P

- Hypno
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alicia hillier
 
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Post » Sat Nov 17, 2012 12:04 pm

Over at TV Tropes they call that a "chunky updraft" ;)
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Rachel Cafferty
 
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Post » Sat Nov 17, 2012 6:34 am

Sounds like a scene from Dragonball Z :tongue:

That was what i was thinking of. It would be a great effect to go with a held spell
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Josh Lozier
 
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