Got a question...well 2

Post » Wed Jun 20, 2012 11:35 am

1. how do I go about forcing the player to be still and play an animation when using restoration spells namely self healing and low skill levels?

I'm not a scripting god, but reading them makes sense and I can replicate and edit to my liking, the effort is to reduce the effectiveness of healing spells or make them outright fail if your running. and through skill gains/perks allow you to run and etc etc with the healing spells. I figured I could use the method the scrolls do for the player and change that anim with the Draugr kneeling anim

2. anyone found a way to switch weapon modes for staffs? without SKSE I figured the only way would be to "bash" to switch from casting spells to swinging the staff >_>

ugh I have so many questions lol, and I should be working from the ground up :biggrin: but I'm loving the ideas fruition atm


also where the heck is the effect used in the Skyrim trailer where the Dovakiin is absorbing the soul as he stands? and though I haven't looked yet, is it possible to make shouts that functions like a channeling spell...but "svcks" instead of blows? lol
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Kayleigh Mcneil
 
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Post » Tue Jun 19, 2012 9:22 pm

I like the idea of the Dragon Soul absorbation as an arcane animation for a spell.
Also, I would want to use staves to hit stuff, like a button you use to switch between two different weapon modes or something, one being using it as a spell launcher and the other as a battle-staff.

My knowledge of Scripting is next to nothing though, I know the absolute basics (calling events and some basic functions) so I sadly can't help you with this.
But I also wonder whether this is possible or not.
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Ashley Tamen
 
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Post » Wed Jun 20, 2012 6:00 am

I don't know about the second question, but for the first question, you can give the player an alias or ability scripted with this:

scriptname example extends referencealiasEvent OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect)    if (akCaster == Self.GetReference() && akEffect.GetAssociatedSkill() == "Restoration")        Game.DisablePlayerControls(true, false, false, false, false, false, false)        PlayAnimationAndWait(SomeAnimation)        Game.EnablePlayerControls()    endifEndEvent

And you can also give a perk with the entry point "Mod Spell Magnitude" and multiply the value by something less than 1. The conditions should be "IsRunning" for the perk owner, "GetIsID : Player" for the target, and "HasMagicEffectKeyword : MagicRestoreHealth" for the spell. That might not work for custom spells, but I believe all the original restoration spells has that keyword.

You could modify both with more conditions to adjust for learned perks and skill levels.
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Czar Kahchi
 
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Post » Wed Jun 20, 2012 6:40 am

I haven't looked it up, but if you want to root the player during a concentration based spell, you could call Game.DisablePlayerControls() and pass it the right variables to disable movement but not other controls...do that in "onEffectStart" and then reverse it in OnEffectFinish.
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Kim Kay
 
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Post » Wed Jun 20, 2012 1:59 am

beautiful, thank you so far

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Emmie Cate
 
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