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This probably would not be difficult to make, however it would be EXTREMELY script heavy. A script per spell to keep track of them.

It could possibly be done with variables instead of scripts but I'm not sure.

 

Sadly I can't help you out on this.

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This probably would not be difficult to make, however it would be EXTREMELY script heavy. A script per spell to keep track of them.

 

It could possibly be done with variables instead of scripts but I'm not sure.

 

Sadly I can't help you out on this.

Yes, it will fire on every spell cast, but some other mods like Spell Charging or Simple Magic overhaul also do the same thing (and I don't suffer from lags even with my 2 gb vram and 30 fps)

And there is a lot of mods such as Duel or Deadly combat that applies script on EVERY spell cast, melee or ranged hit and that doesn't prevent them from being popular

 

that means you would only need to cast the spell 50 times and it would be at full power

It was just an example , but I guess you could make it configurable in the MCM

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This probably would not be difficult to make, however it would be EXTREMELY script heavy. A script per spell to keep track of them.

 

It could possibly be done with variables instead of scripts but I'm not sure.

 

Sadly I can't help you out on this.

Yes, it will fire on every spell cast, but some other mods like Spell Charging or Simple Magic overhaul also do the same thing (and I don't suffer from lags even with my 2 gb vram and 30 fps)

And there is a lot of mods such as Duel or Deadly combat that applies script on EVERY spell cast, melee or ranged hit and that doesn't prevent them from being popular

 

that means you would only need to cast the spell 50 times and it would be at full power

It was just an example , but I guess you could make it configurable in the MCM

 

I was only saying it'd be script heavy and therefore more difficult to make, not that it'd be laggy. Look at Forgotten Magic Redone these spells gain experience and level up as you cast them. After leveling up you gain a point to choose an upgrade for it, 5 total levels 10 upgrade options per spell.

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I don't think it would be especially script heavy. One script to increment a variable and reset the spell's magnitude each cast, one script to reset all spells' magnitude on game restart. I am curious how you would implement it with a script per spell, though, although it doesn't sound like a very efficient way of doing things.
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It's not just "you cast a spell and get better at casting spells" it was "I cast firebolt, I get better at firebolt" so you'd either need a variable per spell, or a script per spell (though I'm not that experienced, so I could be missing methods to do it easily). And with how many spells are in the game, that's quite a lot.

 

I'm also not sure why you're suggesting resetting all spells' magnitude on restart, it wasn't intended per play session, but per game (as far as I can tell at least).

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It's not just "you cast a spell and get better at casting spells" it was "I cast firebolt, I get better at firebolt" so you'd either need a variable per spell, or a script per spell (though I'm not that experienced, so I could be missing methods to do it easily). And with how many spells are in the game, that's quite a lot.

 

I'm also not sure why you're suggesting resetting all spells' magnitude on restart, it wasn't intended per play session, but per game (as far as I can tell at least).

I understand the concept, that's just not how I would do it. I would make a formlist of spells and an array to keep track of their magnitude modifiers. Then I would increment the modifier and apply the new value using the OnSpellCast event. If you want to do mod-added spells you could even capture those using the same method. Arrays can have up to 128 entries if I recall. However I would be hesitant to apply this to mod spells because you never know what those crazy modders will do with their spells so you might get unintended consequences.

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It's not just "you cast a spell and get better at casting spells" it was "I cast firebolt, I get better at firebolt" so you'd either need a variable per spell, or a script per spell (though I'm not that experienced, so I could be missing methods to do it easily). And with how many spells are in the game, that's quite a lot.

 

I'm also not sure why you're suggesting resetting all spells' magnitude on restart, it wasn't intended per play session, but per game (as far as I can tell at least).

I understand the concept, that's just not how I would do it. I would make a formlist of spells and an array to keep track of their magnitude modifiers. Then I would increment the modifier and apply the new value using the OnSpellCast event. If you want to do mod-added spells you could even capture those using the same method. Arrays can have up to 128 entries if I recall. However I would be hesitant to apply this to mod spells because you never know what those crazy modders will do with their spells so you might get unintended consequences.

 

That sounds like a much better plan...I'm fairly limited in my knowledge of skyrim modding, as well as most forms of coding (no motivation/purpose sucks).

 

I completely agree on not grabbing mod-spells, that could backfire and ruin compatibility on a good portion of them, as well as with ones that include scaling tweaks.

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