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Magicka pool handling mod


cajofor

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Since when you devote too much thought into complicated

 

matters along the day(such as scripting, as I was doing when

 

that occured to me), it gets harder to focus on thoughts, even if

 

your body isn't tired at all, and since in most fantasy scenarios

 

casting magic spells is a mental task, I started thinking about a

 

different approach and way to handle spell cost and magicka

 

pool. After thinking about what would happen after mental

 

strain, I came to this list(which probably should be revised and

 

rebalanced): lose focus(vision gets darker around the edges,

 

with a gradual progression, depending on magicka pool

 

treshholds), difficulty to concentrate(magicka cost increases by

 

a percentage, also gradually, depending on treshhold), losing

 

conciousness(pass out if you abuse your magicka, getting to a

 

REALLY low treshhold, something like, perhaps, paralyse so

 

you fall to the ground, and pass some game time), decreased

 

mental skill(mage-stone related skills,obviously, but also

 

speech, alchemy and smithing) effective level(gradual debuff to

 

these skills after going below each or certain treshholds).

 

Besides the consequences to your general character

 

performance, I felt that I had to elaborate ways for it to not be

 

too limiting(c'mon, you cast one or two spells and already kiss

 

the floor?), and so I thought up some tweaks to vanilla values so

 

it would be playable, and reasons for them: multiply magicka

 

pool and increase per level(like 30x normal, instead of

 

decreasing costs, so you could use mod spells, and have to

 

alter just one thing for this part; besides, with a larger magicka

 

pool, along with consequences for excessive use, it becomes

 

something way more strategic, and encourages you to leave

 

those 900-like cost spells for emergencies or to clear a place in

 

one go), certain skills should make you be more used to mental

 

strain, as well as make it less heavy on you(restoration controls

 

life forces, and alteration controls magicka flow, so at least

 

these should, if possible, lower the treshholds), magicka

 

regeneration should be extremely limited(mental strain is

 

something that you recover very little from without sleeping, so

 

much so, that school has periodic breaks like weekends, so the

 

strain and stress should pile up along the day, instead of being

 

gone after waiting for one hour), and also affected by skills.

 

 

I know there are script functions to modify actor values(like

 

skills), to evaluate actor values(like current magicka), to

 

compare to set numbers(e.g. While

 

GetActorValuePercent(Magicka) < 90), but I don't have enough

 

experience to know how to use them for this(I just set up

 

Notepad ++ to compile, and the only script I made was a magic

 

effect that *should* modify health by minus magnitude if target

 

has keyword Undead, do nothing if target has keyword daedra

 

or dwarven, and modify health by magnitude if non of the

 

above; still to be attached to objects in CK, and then tested), so

 

if someone with more knowledge and experience could consider

 

making it, using the idea in another mod(preferably modular so

 

you could get just the magicka system modifications), or helping

 

me with tips on functions, properties and syntax to use, it would

 

be a great addition to Immersion mods, and I would be really

 

thankful.

 

 

Hope it's not too cramped and hard to read.

 

EDIT 1: If you know any mod that does something like this, please point it out to me for me to check it out;

 

EDIT 2: If you know, want to make, or have balance tips for a version of this for stamina, having the treshholds affected by the armor skills, greatly affecting weapon skills, and to a lesser degree armor and stealth skills, smithing skill, carry weight and maybe move and attack speeds, please comment;

 

EDIT 3: Please point out if this thread is redundant, and if there is something unbalanced or impossible among the suggestions.

 

EDIT 4: Would something along these lines work, or should I change something?

 

Scriptname MagickaHandling extends ActiveMagicEffect

 

import Actor

 

Float Property MagickaTreshholdA

Float Property MagickaTreshholdB

Float Property MagickaTreshholdC

; |

; |

{To define current magicka percentages depending on conditions}

 

Actor Property exActor{make exActor be the effect target, no idea how besides OnEffectStart}

Int Property ActorRestorationLvl = exActor.GetActorValue(Restoration)

Int Property ActorAlterationLvl = exActor.GetActorValue(Alteration)

Int Property TotalAltAndRestorLvl = (ActorRestorationLvl + ActorAlterationLvl)

 

 

;While exActor.GetActorValuePercent(Magicka) < 100

; RegisterForSingleUpdate = 5{update every 5 s if Magicka is not full}

;EndWhile

{Not idea if it is needed or adequately written, much less if it's the best way to make it check multiple times}

 

Event {don't know which event I should use so it re-checks every 5.0 seconds}

 

If TotalAltAndRestorLvl >= {number representing how used to mental tasks actor is}

 

MagickaTreshholdA = {set a value for each treshhold}

If exActor.GetActorValuePercentage(magicka) < MagickaTreshholdA

{commands to make view darker(maybe Imod), increase spell cost by percentage, and debuff magic skills, alchemy, speech and smithing}

ElseIf {compare magicka percentage to each treshhold}

Else

EndIf

ElseIf {compare TotalAltAndRestorLvl to another number}

MagickaTreshholdA = {repeat previous with different values}

If {same conditions as above}

EndIf

Else

EndIf

EndEvent

Edited by cajofor
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