[WIP] Mother Horker, I Don't Even Know...

Post » Thu Jun 21, 2012 7:26 am

Right, so. I'm a bit less wet behind the ears than I was a month ago, so I'm examining how I can make melee and ranged combat more like how I want it to play. We've seen the realism mods, and they're really good, so let's bring on the arcade and do it in spades, baby. This mod aims to add combat options - as opposed to power or build options - to non-casters, while simultaneously benefiting hybrid casters, as I believe that the system as-is overly favors going straight to 100 in your primary stuff.

How, you ask? HOW?! I SHALL TELL YOU, GOOD SIRS.

Stances.

I've got the basics of this working now that I understand states, am aware that global variables are a thing, and 1.6 added a new event just for little old me. How considerate, Bethesdany!

I am going to be creating powers which work off of the shout button. (Lift your hands up and shout, lift your hands up and shout, oh-oh-woah-oh!) On first cast, these powers will restrain the user for two seconds, then enter a combat stance with six charges, out of a possible maximum of twelve. Every time you do an action that increases or decreases your charges, you get a notification up in the upper left of your total charges in that stance, where you were supposed to get resist notices for your spells, but let's face it, if you're a caster worth your salt that happens like. Twice. Ever. Soooo.

These powers will be learned through miniature quests; the model I am currently following is that you find a instruction manual tamripedia page tome of wisdom which you read, it tells you that you need to go somewhere and perform X action to meditate on the lessons it taught you, and then you gain the power.

http://www.gamesas.com/topic/1385314-wip-mother-horker-i-dont-even-know/page__view__findpost__p__21024651

What I'd Like Help With:
- Feedback on Stances/Ideas for New Ones. Currently, Serenity's basically useless to spellswords and dual-wielders, so I'd like to make a fourth that benefits them.
- Should I roll this in as a patch/update to Revenge of Colette (which this is an offspring of), or do as a few people have suggested and rerelease the whole thing as a brand new mod with a new name?
- Possible names. My ideas so far include:
  • Power to the People: New Combat Abilities for All Classes
  • Vengeance Evolved.
  • Zenithar and the Art of Being Awesome.
  • Magicka, Melee, and Mayhem.
  • Revenge Two: Electric Boogaloo
  • I Wish I Could Bring Myself To Use six Appeal In The Title In A Desperate Plea for Attention
  • The Art of War
  • Pathways to Perfection
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Claire Vaux
 
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Post » Thu Jun 21, 2012 7:34 am

http://www.gamesas.com/topic/1385314-wip-mother-horker-i-dont-even-know/page__view__findpost__p__21024651
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Gaelle Courant
 
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Post » Thu Jun 21, 2012 4:50 am

I Wish I Could Bring Myself To Use six Appeal In The Title In A Desperate Plea for Attention

winner, winner, chicken dinner?

also, sounds neat. I've always thought there should be some kind of combo system...
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Justin
 
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Post » Thu Jun 21, 2012 2:08 pm

Combo system?! Do want! Do want! 8D

I think it should have its own esp.


I Wish I Could Bring Myself To Use six Appeal In The Title In A Desperate Plea for Attention

+best
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Lawrence Armijo
 
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Post » Thu Jun 21, 2012 11:35 am

Unfortunately, there's no way to get them to interact properly on stances and spells if they're in separate ESPs, as I will need them to reference each other. I've had a few people suggest that I look into relaunching the project under a new name, since it gets so little attention.

winner, winner, chicken dinner?

also, sounds neat. I've always thought there should be some kind of combo system...

Myself, personally, I just wanted to come up with ways to have better support for people who are in-between pure caster and pure melee, aside from 'lol ridiculous craft synergy.' Hybrids are very powerful build wise, but don't feel very hybrid-y in play.
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Miss K
 
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Post » Thu Jun 21, 2012 9:26 am

Let me check this out. :read:
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stacy hamilton
 
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Post » Thu Jun 21, 2012 3:04 am

Script sketched out for the learning process for each stance. This is going to get voice-acted. :D

FIRST MEETING: The player has just been transported into an otherworldly realm. Without warning, a voice speaks.

1. Voice (old, weathered, but strong): Finally... it has been the blink of an eternity since I last encountered a visitor who was worthy of my time. You... have a strong spirit. Stronger than I have seen in some time.

Player:
A. Who are you? GOTO 2
B. Where am I? GOTO 2
C. What the hell? GOTO 3
D. My strength is known to me. GOTO 4
E. Why do you say I am strong? GOTO 5

2. Voice: My name is forgotten to many, even myself. I know not if I was man or woman. I know only that I sang with my sword once, as an Ansei. And so, I know not even what this place is, but that it is where I reside. GOTO 6

3. Voice: (laughs) Your disorientation is understandable. You must want to know who I am. GOTO 2

4. Voice: I wonder, is your directness the result of a fast wit to understand where you are, or a stalwart heart to ignore it? You do have the heart of an Ansei. GOTO 7

5. Voice: Because you are here. Those without a strong soul would not be able to project themselves here from the world of Mundus. GOTO 6.

6. Voice: Humor an old Yokudan in the firmities of antiquity; from what do you draw your strength? GOTO 8

7. Voice: You who are so redoubtable of spirit, stand forth and tell me from what you draw your strength. GOTO 8

8. Player:
A. I am Dragonborn, blessed by the Divines who walk with me. GOTO 9.
B. The blood of fallen enemies behind me. GOTO 10.
C. The mysteries of the arcane are mine to command. GOTO 11.
D. I serve a Daedric Prince, of power incomprehensible. GOTO 12.
E. I draw only upon myself. GOTO 13.
F. Hard work? Good diet? Exercise? GOTO 14.
G. I feast on the flesh of infant daedra, with cheese. GOTO 14
H. What does 'redoubtable' mean? GOTO 14
I. What's an Ansei? GOTO 15.
J. Ansei? Fascinating. No one talks about them these days. GOTO 16.

9. Voice: I have heard of these gods. Akatosh, Talos, and the Divines - but they are not known to me. But if they are like Ruptga and those which I served, then you must be a great champion of their values. GOTO 15.

10. Voice: (With a note of restrained anger) Your answer is that of an evil being; but it is not my place to judge worthiness. Perhaps the heavens have decided that this path shall be what enlightens you. GOTO 15.

11. Voice: (Thoughtful, positive, not reproachful.) So I can see... and yet, they are not all yours to command yet, are they? There are things you have yet to learn. And that is what you seek here. GOTO 15.

12. Voice: I have heard of these Daedra before... (thoughtful, uncertain, to self). Perhaps the heavens... Yes. It is not my place. (louder) Very well. GOTO 15.

13. Voice: (Somewhere between patronizing and sincere - really hard to tell) Are you so certain? If you are, truly you are a warrior without parallel... GOTO 15.

14. Voice: You make light of me, but I know what I sense in your heart. GOTO 15.

15. Voice: (Proud) I am an Ansei, even in death. You are not Ansei... but you have strength of soul enough to be one. GOTO 16.

16. Voice: (Curious, sorrowful) Truly? Times have changed much. GOTO 17

17. Voice: (Grand and wistful) Brothers of the Blade and Sisters of the Sword... We were more than warriors, for our steel sang the truth of our hearts. Strength of blade and strength of character. The soul of Yokuda... and Hammerfell.

18. Player:
A. And you want to pass this tradition on to me? I am not worthy. GOTO 19.
B. And now I know I'm dreaming. GOTO 20.
C. Sorry, I don't really do the whole sword thing. GOTO 21.
D. I like swords! Especially curved ones. GOTO 22.
E. Um... I'm already a Shield-Sibling. Is that a problem? GOTO 23.
F. I have no interest in being an Ansei. GOTO 24.

19. Voice: Your modesty is commendable, but unnecessary. We shall commence immediately. GOTO 25.

20. Voice: If the truth is a dream, does that make the truth any less real? GOTO 25.

21. Voice: Your weapon in battle matters not. Be it by axe, by sorcery, or by archery, the principles of battle apply to all. GOTO 25.

22. Voice: (Bemused) ...Thank you for letting me know? GOTO 25.

23. Voice: Your other affiliations are of no concern to me. Let your heart be true and guide you through battle. GOTO SPELL.

24. Voice: Very well. I will be here when you return. For you shall. GOTO LEAVE.

RETURNING AFTER SAYING NO:

1. Voice: So, you finally return. Are you ready to master the power which you have wrought?
Player:
A. On second thought... GOTO LEAVE.
B. Let's do this! GOTO SPELL.
C. I am ready. GOTO SPELL.

SPELL:
(If other six have been obtained)
1. Voice: We meet again. This shall be the last time.
2. Player:
A. Thank you for all that you have taught me. GOTO 3.
B. The sooner we're done, the better. GOTO 4.
C. But I love you. I think I brought an Amulet of Mara with me. GOTO 5.
D. ... GOTO INDIVIDUALSPELL
3. Voice: Thank you for having cherished the ways of the Ansei. GOTO INDIVIDUALSPELL
4. Voice: Very well. GOTO INDIVIDUALSPELL
5. Voice: ...Tall papa, why? (sigh) GOTO INDIVIDUALSPELL

DESTRUCTION: PYROCLASMIC MIGHT

1. Voice: In this place of destruction and power, you can learn to emulate the violence of nature.

2. Player:
A. How? GOTO 3.
B. I thought nature was all about flowers and stuff. GOTO 3.
C. I see it... the power... GOTO 3.

3. Voice: Calm your mind and feel the strength flow into your body. Building inside of you. Beginning in the perinaeum and rising through each vertex of your spirit. You are the mountain.

Player:
A. ... GOTO 5.
B. I'm a little short for that. GOTO 4.

4. Voice: (Stern) Cease talking and concentrate! GOTO 5.

5. Voice: Now the power is building. Building... it is at the critical moment. Sunder earth below and skies above, transcending all in a blinding display of brilliant light, and a thundering, choking darkness.

(Player suddenly erupts with a fire effect.)

6. Voice: The power of the raging volcano is yours. Just remember... though the volcano sears the ground, the earth which it has touched is made more fertile for its presence. If you must destroy, be the volcano; destroy utterly, but assist in the recovery. GOTO LEAVE.

DESTRUCTION: GLACIAL SERENITY

1. Voice: The silence and peace of nature is not safety. Ice is death; it is the end of all things. Nothing which lasts may be built from ice, but anything entrapped in ice shall last forever...

2. Player:
A. Skyrim knows the dangers of cold well. GOTO 2.5
B. What about igloos? GOTO 3.
C. Being here is unsettling. GOTO 3.

2.5 Voice: Yes... even the Nords do not settle this far north. GOTO 3.

3. Voice: Can you hear it? The whistling of the wind. Winter comes for each of us, and we only survive it with the fire that burns in our hearts. Keep that fire strong as you bring your foes closer to the end. Fight the silence you cloak yourself in.

Player:
A. ... GOTO 5.
B. This little light of mine... GOTO 4.

4. Voice: (Bemused) ...I suppose I did just tell you to fight the silence. GOTO 5.

5. Voice: Let the wind whip around you, fast and furious, and move with its motions as it batters and buffets your foes. Your strength is mighty...

(Player suddenly erupts with a frost effect.)

6. Voice: The peace of eternal death is yours. Be careful that you do not let it into your heart, for once it has a foothold there... it shall never leave you. GOTO LEAVE.

DESTRUCTION: THUNDERING SPEED

1. Voice: Hear nature roar past us, my friend. At times so slow, at times so fiercely swift. It is that latter which I call upon you to learn this day.

2. Player:
A. I could feel it flowing through me from the moment I entered.
B. So does that mean this lesson's going to be fast? GOTO 3.
C. I will be as swift as a coursing river. GOTO 3.

3. Voice: With a brilliant flash of light, Nature moves power faster than any man, mer, or monster can react. Where it goes, none can hope to predict; they will only see a precise but terrible area of burning and destruction.

Player:
A. ... GOTO 5.
B. Shockingly fast. GOTO 4.

4. Voice: (flat) I cannot believe you said that. GOTO 5.

5. Voice: Do you feel the speed surging through you, coruscating through your body? Then unleash it, in all its brilliance!

(Player suddenly erupts with a shock effect.)

6. Voice: The crackling alacrity of lightning is yours. Recall, however, that lightning is difficult to control, even for its wielder. Be certain that it is not leading you where it wishes to play.

RESTORATION: RADIANT FLASH

1. Voice: This is a place of much light, friend. The overwhelming brilliance of light. And yet, it is not a place in which I feel much comfort.

2. Player:
A. A capricious Daedric Prince abides around us. GOTO 3.
B. I am friend to Meridia, Prince of Light. GOTO 5.
C. Maybe you need new clothes. GOTO 4.

3. Voice: So, you already understand the core of this lesson. GOTO 6.

4. Voice: (sigh) I don't have a body to wear anything. GOTO 6.

5. Voice: Whatever is here is friend to nothing. GOTO 6.

6. Voice: All that glitters is not gold, and all that shines is not sacred. Light is intrinsically good, because light is the element of civilization; but just as people can be subverted to cruel ends, so too can light.

Player:
A. Light is civilization? GOTO 7.
B. Civilization is good? GOTO 7.
C. ... GOTO 7.

7. Voice: Good develops because good nurtures growth. A civilization cannot grow without good; those who are evil but wise often ally with good men, for they know the advantages of good. GOTO 8.

8. Voice: Light reveals truth and knowledge, and nurtures safety and livelihood. Without light, civilizations do not form. But beware the overpowering brilliance.

(Player suddenly erupts with a healing effect.)

9. Voice: The radiance of the sun is yours. May it nurture only the good in you, friend. Begone from this place of corruption.

ALTERATION: CLARITY WAVE

1. Voice: May the rolling seas hear our cry today. Water is the element of motion, both internal and external.

2. Player:
A. What is it that you teach today? GOTO 5.
B. The pattern in those motions... it would be hard to fight against their regularity. GOTO 5.
C. Speaking of water, what if I have to go? GOTO 3.

3. Voice: You'll wet yourself in the real world.
Player:
A. Oh. GOTO 5.
B. As long as I'm dry here! GOTO 4.

4. Voice: (disgusted) By the Gods... Ugh. GOTO 5.

5. Voice: The waves flow inexorably; none may resist them forever. The sea will forever be here. It is always changing, always moving, and yet it never changes. This contradiction is the source of its power.

Player:
A. I will become the contradiction? GOTO 6.
B. I'm liking the motion of this ocean. GOTO 6.

(Player suddenly goes translucent)

6. Voice: The flow of time and space itself is yours. Just take caution to not become adrift.

ILLUSION: CHAOS OMEN

1. Voice: Confusion. Many warriors hate to admit that they use such a tool, speaking of their honor or power; even the Ansei are prey to such vanity. But it is a warrior's tool, as are all things.

2. Player:
A. I prefer a straight-up fight when possible. GOTO 4.
B. I will take any advantage I can get. GOTO 4.
C. Wait, does this involve Skooma? GOTO 3.

3. Voice: Whatever you speak of in that tone of voice, it cannot be worthwhile. Ahem. GOTO 4.

4. Voice: Sow the seeds of chaos among your enemies and they will defeat themselves for you. Meditate upon the reflection in the waters, and the obscuring mist that rolls in the morning fog.

Player:
A. I feel it... but this seems too easy. GOTO 5.
B. Wait - danger! GOTO 5.

5. Voice: You must take care not to let your perceptions confuse you. Traps laid for others can become traps for yourself, and you may fall prey to the hate that you allow others to indulge in. GOTO 6.

6. Voice: You must never allow yourself to hate. Hatred will kill you more than it will kill them. It consumes.

(Player bursts with green light.)

7. Voice: Insight into magic and the mind is yours. As always, exercise care. Staring too long into the mind of another... well. The act of observing always changes the observer.

CONJURATION: SHADOW SELF

1. Voice: These are dark arts in which I now instruct you. Either your soul or that of another is at risk whenever you use these powers. It is a double-edged blade.

2. Player:
A. A double-edged blade? GOTO 4.
B. I feel a metaphor incoming. GOTO 4.
C. I know how to use souls, old man. GOTO 3.

3. Voice: (Angered) Or is your soul the one being used? GOTO 4.

4. Voice: (At first calm, then wild) This is the sacred art of the Ansei, the Saints of the Sword. Shehai Shen She Ru. Call forth your soul and place it into your hand! It is dangerous, it is powerful, it is the essence of moral combat. To put yourself at risk for what you believe.

Player:
A. I'm not sure I want to do this. GOTO 5.
B. I can feel it coming! I can't stop it! GOTO 6.
C. My spirit is flowing... it is strong, but I can tame it. GOTO 7.

5. Voice: You have come too far to turn back! You shall not leave now! It is your soul that brought you! GOTO 6.

6. Voice: Calm yourself. That is it. Watch it take shape in your hands... GOTO 7.

7. Voice: And now! Let it course and then grab it by its tail!

(Bound Sword appears in Player's hand.)

8. Voice: And now you have taken the single most important step in any swordsinger's path to becoming Ansei. This is a true blade. Its power is yours to command.

LEAVE

1. Voice: You now know how to channel the power, but if you wish to make use of it, the tome before you shall teach you the answers. It is part of your mind, but it shall be manifest when you leave this realm. END
1a. (if final time) Voice: ...You have now mastered everything that I have to teach you. I know not what your fate shall bring you, only that whatever it does bring you, you are able to face... Ansei. GOTO 2.

2. Player:
A. Thank you for all that you have done. GOTO 3.
B. If you're just a figment of my imagination, can't we meet again? GOTO 4.
C. I will do my best to honor the ways of the Ansei. GOTO 3.
D. It will be a useful tool in my conquests. GOTO 5.
E. This was kind of a waste of my time, honestly. GOTO 5.

3. Voice: It has been an honor to teach you. May war sing of your glory, and peace sing of your truth. END.

4. Voice: (laughing) Ever the jester. Some dreams are truth, but not all. GOTO 3.

5. Voice: Be careful in your observations of tool and use; you may find that you are not the master of your own destiny. END.
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Marcus Jordan
 
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Post » Thu Jun 21, 2012 2:16 pm

I'd download just for that.
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Mari martnez Martinez
 
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Post » Thu Jun 21, 2012 10:31 am

I like swords! Especially curved ones.

I see what you did there!

Anyways, I like it. +best
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Maria Garcia
 
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Post » Thu Jun 21, 2012 1:26 am

Alright. My first priority is going to be getting the stances to work, so the initial push of this will likely not have the voice acting and quests, which are notorious for being a pain to get working consistently. Regardless, I do have a voice actor who's interested in the project, which is the only reason I spent four (!) hours charting out that little series of conversations.
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Love iz not
 
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Post » Thu Jun 21, 2012 5:29 am

This sounds too amazing to be true. It's like TES getting a bit of JRPG in it. Not too much, but enough for combat purposes to keep it fresh and interesting.

I'm still trying to find words to say, so I'll need to come back to this. I love the sound of it, though.
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Marion Geneste
 
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Post » Thu Jun 21, 2012 2:56 am

Uhh, so this has nothing to do with Horkers?
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Kristina Campbell
 
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Post » Thu Jun 21, 2012 2:01 pm

I didn't know what to name the project, that's why.

I'm tentatively settling on the title, Ecstasy: The Art of War.
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Tracey Duncan
 
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Post » Thu Jun 21, 2012 11:37 am

Switching stances resets your charges, starting at two, and so does casting a stance with zero points. They have a maximum of twelve points. Entering the stance or meditating restrains the caster for two seconds. You can always use any ability regardless of cost, but if the stance ever drops below zero charges, the stance ends. Meditating won't increase charges outside of combat. Charges fade after 60 seconds of not being gained or lost. You will glow blue when you have 0-4 charges, red at 5-8, and golden dots at 9-12.

Structure:
Meditation: Increases charge by one, brief restrains, has additional benefit.
Ascension: Press stance while with a full charge. Only usable at twelve charge.
Power and Bow Attack: Fire Main Power.
Bow Bash + Melee Attack: Adds one.
Spell: Effect on cast.
Passive: Passive perk benefit in this stance.
On-Hit: On-Hit Effect.

[Destruction]

Pyroclasmic Might:
Meditation: Recovers 20% Magicka.
Ascension: Unleash a 20 ft. AoE knockback. Any targets currently on fire lose half of their remaining health.
Main Power: Knocks back the target and snares. Costs two.
OnSpellCast: Add two charge.
Passive: Fire burns ten times longer.
On-Hit: Lose one charge (can only occur once every second).

Glacial Serenity:
Meditation: Recovers 20% Magicka.
Ascension: Flash paralyze enemies in melee range. Long paralyzes enemies within 20 feet who are currently slowed.
Main Power: Disarms. Costs two.
OnSpellCast: Add two charge.
Passive: 50% Damage from All Sources.
On-Hit: Lose one charge (can only occur once every second).

Thundering Speed:
Meditation: Recovers 20% Magicka.
Ascension: Freeze time for a few seconds. Drains magicka from all nearby enemies.
Main Power: Increase weapon swing speed (melee), chance to instant kill (bow). Costs two.
OnSpellCast: Add two charge.
Passive: Shock spells deal 50% more damage. Rune spells cost half as much.
On-Hit: Lose one charge (can only occur once every second).

[Restoration]

Radiant Flash:
Meditation: Recovers 10% health.
Ascension: AoE Stagger in 20 ft. range, instant full heal, turns all nearby undead.
Main Power: Nearby allies recover 10% health and remove fear, fire, slow effects. Costs one.
OnSpellCast: Nearby allies recover 10% health and remove fear, fire, slow effects. Costs one.
Passive: Ward spells cost 50% less magicka.
On-Hit: Gain a charge (can only occur once every second).
On Ward Hit: Gain a charge. (Combines with on-hit for 2.)

[Alteration]

Clarity Wave:
Meditation: Become immune to stagger and paralysis for fifteen seconds.
Ascension: Become a ghost immune to all damage for ten seconds.
Main Power: Hits the target with a gravity bomb, making them pull in nearby actors. Fails on stance Alteration. Costs four.
OnSpellCast: Lightly shoves away enemies in melee range. Add one charge.
Passive: Increases all armor rating by 25%.
On-Hit: Refresh duration of existing Mage Armor spells. Increase charge by one (can only occur once every second).
Solitude Lighthouse
Book: The Tome of Clarity

[Illusion]

Chaos Omen:
Meditation: Sows your influence among targets with no visible effects. When out of combat, fills the whole bar.
Ascension: All nearby creatures under your influence - including conventional illusion spells - spontaneously go mad with rage, run in fear, or are paralyzed with doubt, without being considered hostile.
Main Power: Immediately casts 6s muffle and invisibility. Costs four.
Passive: 10% chance to ignore damage from a melee hit. (11 to 20%, to stack with Wind Walker)
OnSpellCast: Regain one charge for each person under a MagicInfluence effect.
On-Hit: Lose one. (can only occur once every second).
Lake Geir/Geirmunds Hall
Book: The Tome of Chaos

[Conjuration]

Shadow Self:
Meditation: Does not meditate. Sets teleport point.
Ascension: Teleports you to where you last meditated, as long as your charges haven't faded. If they have, sets teleport point.
Passive: Increases bound weapon damage based on remaining magicka.
Main Power: Increases charges by two.
OnSpellCast: Regain four charges.
On-Hit: Lose one. (can only occur once every second).
Ritual Stone
Book: The Tome of Shadow

Structure:
Holder Ability - Fires on self, triggers a script, all share mutually exclusive keyword, AstralStance. Holder script resets ChargeFade GlobalVar, initializes Charge at two when first switching into the stance. If charge is zero, pressing the shout button will bring it up to two. Shouting also gives a two-second setrestrained if the player has two or more charges initially. Grants one perk that triggers on Melee Power Attacks (all five keywords), one perk that triggers on Bash attacks with a bow equipped, one event that triggers on the Player FireBow, one event that triggers on formlists of spells. OnEffectFinish wipes out charges. Melee Power Attack keywords use GetCurrentRealTime to induce a 2 second cooldown on charge changing, to prevent overpenalizing dual-wielders. Charges fade mechanic: everything that alters charging casts a spell with a mutually exclusive keyword, Astral_ChargeMaintain. The spell uses Utility.Wait(60) OnEffectStart to remove the charges and set a global toggle notifying that charges faded, and OnEffectFinish does nothing. These are actually three different spells - uses Blue graphic to indicate charge below 4, Green to indicate charge from 5 to 8, Red to indicate charge from 9 to 12.

OnSpellCast checks both if Spell and player has spell to be safe. Requires Spell does not have keyword Astral_ChargeMaintain.

Ascension waits 1/5 second to drain charges, to avoid conflict with OnSpellcast charge gain.

Destruction spells (not powers) design:
Conditional secondary effects that trigger on hit from one of the original game's spells (avoids having to alter them). Rough ideas:

Arcane Bolt: Deals damage, and marks the target, dramatically increasing the spell damage they take from the next hit.
Barrier of Silence: Create a wall of frost that steals health from the affected. Does not affect targets currently on fire.
Hellfire Mantle: Cover yourself in flames of death that scar the soul. Deals more damage to slowed or paralyzed targets. Affected targets become resistant to shock damage while burning.
Storm Conduit: Target becomes paralyzed and invulnerable, becoming a stationary bomb of lightning that damages anyone who comes near.
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Rudi Carter
 
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Post » Thu Jun 21, 2012 12:15 am

Yay, charge visuals! Oh, this will be an awesome mod! :banana:

Also, would it be possible to add an effect like magnum shot on a bow attack when using pyroclastic might? Just an idea. :3


Skip to 1:40 if you don't know what I mean.
http://www.youtube.com/watch?v=7DoSsZYtIS4
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michael danso
 
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Post » Thu Jun 21, 2012 3:46 am

Probably not by myself. I really need help from modelers, I've been doing everything with default graphics up to this point.

I'm done designing and flowcharting, so now I'm getting to actually coding and seeing how many bugs come my way. XP
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Kay O'Hara
 
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Post » Thu Jun 21, 2012 3:40 pm

Oh darn. Oh well, good luck, and I'll be happy to test if needed. :3
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Wanda Maximoff
 
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Joined: Mon Jun 12, 2006 7:05 am

Post » Thu Jun 21, 2012 3:06 pm

This mod looks amazing! I use hybrid characters a lot, so far I have an Arcane Archer, a Paladin, and a Nightblade (also planning a Spellsword and Warlock in time), so this mod interests me immensely. You've got some awesome ideas here, I love that these stances tie magical ability to strikes so you'll actually feel like a Spellsword rather than being a warrior with the ability to use some occasional bursts of magic.
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Jennifer May
 
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Joined: Thu Aug 16, 2007 3:51 pm

Post » Wed Jun 20, 2012 11:58 pm

I downloaded Revenge of Colette last night but haven't had a chance to play with it installed yet. I'm intrigued by your idea for revamping the mod, but I'm not sure I want to have to manage charges and stances. Honestly I'm having trouble understanding how it would all interact. :blush: In any case, I'm wondering if you do decide to "merge" your new idea with Revenge of Collette, is there any way to keep the old version available too? I really like your take on the spells and powers (especially that it's a smaller, focused package- I get overwhelmed by mods that add hundreds of spells!) and I'm really excited to play with them soon.

Whoops! I meant to post this in the Revenge of Colette thread. oh well, my question's still relevant I think.
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Daniel Brown
 
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Joined: Fri May 04, 2007 11:21 am

Post » Thu Jun 21, 2012 4:26 pm

Hrm.

The warrior powers are going to move out of Revenge of Colette for sure, because their current implementation is less graceful than I'd like; however, that's a valid concern.

The non-power spells aren't going to be changed to mandate using stances, they'll just benefit from them, I can guarantee you that much. They'll act pretty much as normal, in fact. Would you lose interest if the mods were merged and you had to use this stance system to use the powers, even though the spells would still behave as before? Without the powers, would you still be interested in Revenge of Colette separately?

As always, I appreciate any feedback. :smile:
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ZANEY82
 
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Joined: Mon Dec 18, 2006 3:10 am

Post » Thu Jun 21, 2012 9:14 am

Hrm.

The warrior powers are going to move out of Revenge of Colette for sure, because their current implementation is less graceful than I'd like; however, that's a valid concern.

The non-power spells aren't going to be changed to mandate using stances, they'll just benefit from them, I can guarantee you that much. They'll act pretty much as normal, in fact. Would you lose interest if the mods were merged and you had to use this stance system to use the powers, even though the spells would still behave as before? Without the powers, would you still be interested in Revenge of Colette separately?

As always, I appreciate any feedback. :smile:

Oh, so the spells will be available no matter what stance one is in? That is what I was concerned about. I think I'm beginning to understand... the stances will buff certain schools/skills and allow powers if you have charges- but won't be required to use the spells you've already released with Revenge of Colette. Is that right? I think I can live with that. I'm looking forward to trying it out in fact. :)
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Matthew Barrows
 
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Post » Thu Jun 21, 2012 2:12 pm

That's correct. The only current Revenge of Colette spells that will be changing to directly interact with the stances are the current powers (Inner _____) - I think I reached the limits of what the cooldown system can do reasonably well, and cooldowns were always a compromise since they are a relatively boring restriction mechanic.

This will free me up to use powers for other things, like Alteration's myriad non-combat buffs that aren't really worth the sheath/unsheath time.

Thanks for letting me know your concerns, and glad that you're looking forward to this. :smile:
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Taylah Illies
 
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