Jump to content

Custom accumulating AV - how?


Recommended Posts

Hello.

I mean custom AV similar to Health or ActionPoints, which accumulates Magnitude during effect duration while Value Modifier effect is active. Everything else just sums up once for entire period.

CK only allows Resource/Variable custom types. Copying and reusing Health AV crashes game when AV is first used (though i cleared Hardcoded flag, but obviously custom value can't be supported in hard code). Letting only Unk16 flag gives nothing (i decided it was responsible for smooth AV behaviour from comparison of similar hc AVs, but no).

 

No more extensive testing done and easier workaround for my needs found, but maybe the secret is known already? There are many flags available via XEdit, but not even have names and are fully mysterious.

 

Thanks.

Link to comment
Share on other sites

AVs has 3 types of modifiers:

1 - altered by magic effects with Archetype = PeakValueModifier (can be positive and negative)

2 - altered by magic effects with Archetype = ValueModifier (can be positive and negative)

3 - altered by calls of DamageValue/RestoreValue functions (can be negative only for AVs without Damage Is Positive flag, not sure about AVs with this flag)

 

Final result is calculated as baseValue + mod1 + mod2 + mod3

 

I do not understand the problem, could you reword your question or/and clarify details?

Link to comment
Share on other sites

Look at Health again, it is dynamic.

 

For example. ValueModifier MGEF, Magnitude 1, duration 10 - and Health value will grow over time, accumulating given magnitude and resulting in +10 to initial value at end of period. While any custom AV will maintain static +/- MAG regardless of duration, which is constant +1 in this example. That's it.

Link to comment
Share on other sites

Try to research DisDamageActionPoints [MGEF:0003E060] and spell SpellPA_Stealth [sPEL:000976E5] that uses this Magic Effect. Spell has Type=Disease. Maybe it is the key.

Maybe combination of Spell->Type = Disease and MagicEffect->CastingType=Constant Effect will give you desired effect?

Link to comment
Share on other sites

Hm, thanks. Curious why it's made a Disease, since actual diseases in game are anything but a spell with said type. Don't see lots of info about exact use and benefits of types other than Spell and Ability.

Maybe worth trying though. But also that spell is applied to hardcoded ActionPoints AV, which acts the same as Health and will receive modification over time regardless, unless effect is PeakValueMod.

Edited by hereami
Link to comment
Share on other sites

  • 1 month later...

Well, life could be simple, because there is exact Accumulate Magnitude archetype, which i forgot about, but it's not simple again as it sounds because there is mysterious WardPower involved. Besides that looks some suitable: Grants up to <MAG> of a chosen actor value, but starts at 0 and increases over time, though not exactly what it should be in my understanding. How is that magic stuff used properly to make it work, any Skyrim adepts here?

Link to comment
Share on other sites

  • 7 months later...

Not that anybody cares, but just for conclusion.

 

Was doing somewhat inside out. Also expected Recover flag to actually recover accumulated during time value, well, unfortunately, it doesn't work this way, but turns effect into static Peak modifier instead.

 

So, a nice accumulator is Unk11 + DamageIsPositive, it grows from Detrimental effect or DamageValue() and can be easily reset to zero by RestoreValue() with a wittingly huge parameter. Btw, Unk11 seems to mean "default value is 0", Unk12 - is 1, curious flagging concept.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...