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Not actually a mod request.


GllenNadix

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I've just assumed he was refering to fatigue based spells; who would allow their toon's endurance to drop ~0?

 

I'll have a shot at writing it up tomorow. I'll just create one spell with it's atached script which will add an ability to the target (The ability will contain the effects, ie fire damage), and remove it when the spell expires. It will play the shock damage visuals on the player and damage fatigue 1pt if their endurance is below a set number. I'll a a bunch of highlighting in to show up how you would alter it.

 

As a side though, since fatigue is almost always regenerating, reading the player's fatigue will almost never return 0. A better idea might be to have a number of abilities to be added of different strengths, and the ability added depends on the fatigue at the time of casting. With OBSE it's theoretically possible to create an effect which could scale directly with fatigue, instead of in steps, but there's a lot of potential bugs which would probably make it more trouble than it's worth.

 

PS. An idea i've had for a while is to try and pull together an entirely fatigue based "magic" system. The basis being that the player's magicka and fatigue bars mirror each other, ie same maximums (intelligence is ignored, magicka based solely on fatigue), the lower of the two is made to be both. By nullifying magicka regeneration, the stock spells are effectively being cast off the player's fatigue bar and fatigue regeneration. The closest i've come to making a warrior toon though is a heavy armor wearing mage, so i've had no real motivation to write it up, nor do I care about someone taking my idea if it doesn't already exist. Your spells are sounding a lot like a different implementation of what I was thinking about doing. If I'm right, then this could be another way to do them, as well as creating something a lot of people could make use of.

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I didn't mean fatigue. I meant endurance. The idea is a suite of spells which, instead of costing mana to cast, damage various attributes when cast. An optional, but recommended, add-on will heavily restrict access to restore attribute effects, with little besides chapel blessings available. The idea is to promote more strategic planning with regards to magic use, while also diminishing a mage's ability to simply switch to melee when his spells run out. Lots of play-testing will be required to get the balance right.
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Sorry, forgot to create the esp, got distracted trying to create my own sentry bot army, damn those guys are awesome.

 

I'll write down the steps here so you can assemble it, it should make more sense that way anyway. Firstly, you need 2 abilities, one will contain the standard effects of the spell, ie fire damage/ invisibility, the other will contain the effects to be placed on the player when the casting fails. Both of these will be called from the spell the player casts, when appropriate, and will appear to the player as magic "buffs" (ie, present on the active magic effects page of the menu)

 

The ability containing the effects for the target should contain the effets set to self, ie, fire damage 6pt on self. This ability is going to be added to the target by the spell the player casts, and removed when the spell expires, so it only needs to contain the effects and magnitudes, not durations.

(This bit might be wrong, haven't done it in a while) The ability containing the effects for a failed spell only needs to contain a scripteffectstart block and a scripteffectupdate block. The scripteffectstart block plays the shader of interest on the player and contains a damage fatigue 1pt on self effect (same reasoning as for the target ability). The scripteffectupdate block then just stops the shader playing and removes the ability as it has already applied its effects. It might work is the ability is removed at the end of the scripteffectstart block, would have to test though.

Both these abilities are added by a script effect in the spell the player casts, added in the scripteffectstart block and removed in the scripteffectfinish block. (If conditions are met)

 

The main functions needed are PlayMagicShaderVisuals, StopMagicShaderVisuals (both for the shock damage effect on fail, play to start it, stop to stop it looping indefinitely), AddSpell, RemoveSpell (in the spell the player casts, possibly in the fail ability), GetAV ("player.GetAV endurance" will return the player's current endurance. aka GetActorValue)

 

The tricky one is damaging the player's endurance, ModAV can only be undone by another script, and SetAV changes the base value. Hence the easiest way is to use the OBSE function ModAV2, which can be restored by a spell or to add an ability which causes the appropriate amount of damage before removing itself, the second option being the least preferable due to its inflexibility.

 

Once the abilities are done, it's a simple matter of creating a spell for the player to cast with a script effect which checks the player's endurance and either adds one ability or the other in it's scripteffectstart block, and removes the ability in it's scripteffectfinish block.

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