monkeyboi Posted November 3, 2010 Share Posted November 3, 2010 First off I'm not exactly sure if this is in the right spot, if it's not i apologize. Okay, I recently had an idea for a different way to use certain spells. (tell me if it has been done before) The idea is that certain spells (lets say shield for example) would have very modest initial Magicka cost to cast, but based on the magnitude of the effect as long as the spell is on it drains a certain amount of Magicka per second. until the players Magicka hits zero or until player deactivates the spell (possibly by casting it again) i could implement this myself but i have no idea where to start when it comes to scripting, so if anyone wants to use this idea, or point me in the right direction i would be very grateful. Link to comment Share on other sites More sharing options...
monkeyboi Posted November 3, 2010 Author Share Posted November 3, 2010 BTW:i dunno why but my Email is privateif you wanna contact me [email protected] Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 as far as i know, it is possible, but i'm not 100% sure about thatyou see, i'm not really sure how to make it last until you run out of magickahowever, what you can do is make it last a really long time (something that doesn't make sense, like 9999 seconds) and add an optional script (as in If function) to check if you run out of magicka, and then it de-activates the spelli'll try looking into that, and see if i can send you the functions that you'll need Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 i searched a bit, but i found a problemsee, what you need is a check that when the magicka hits 0, the spell shuts off, but i can't find a script that checks your current magickait might be a really simple one that i don't know, or there isn't any basically, my idea was a spell that adds the shield effect, but also a damage magicka effect, and even stunted magicka if you wantand you can mod the cast value to be small, and that would do what you want, but it's not going to end when you run out of magicka, hence you need the script Link to comment Share on other sites More sharing options...
monkeyboi Posted November 3, 2010 Author Share Posted November 3, 2010 (edited) so if i understand correctly...it's possible if i did a sort of (keep in mind i don't know any commands or syntax, this is just how i believe it may flow) on cast: shield(magnitude)drain magicka X/per secondif magica=0 remove shield<or>on cast: remove shieldend. that's what i think may work. i just don't know what commands i would use to do that.if someone could even point me to a sort of "tutorial" for this language i would be very appreciative. also i know that the toggle itself will work as i have a toggle able night eye for my kajit character.i just need to add the drain and cutoff really... Edited November 3, 2010 by monkeyboi Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 well, it's not gonna be just like this, but in general, it's the ideabut as far as i know, there is no check for if your magicka hits 0 or notso i don't know how to do this now, if you want a tutorial, i can tell you which site helped me get startedit's this sitejust open the script section of the site, and start reading :)look in the functions, if you can find a check for your current magicka Link to comment Share on other sites More sharing options...
monkeyboi Posted November 3, 2010 Author Share Posted November 3, 2010 so i got what i think the basic toggle portion is sorted out... Scriptname KTKhajiitNightEyeScript Begin ScriptEffectStart If ( player.IsSpellTarget KTKhajiitNightEye == 0 ) player.addSpell KTKhajiitNightEye else player.removeSpell KTKhajiitNightEye endif End this was from another mod that i use (and love) would i be correct in assuming that all i need to do then is change the spell names and it would toggle something different? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 this is definitely NOT the way i would have written the script, and i'm not really sure that you can use this method what is this mod doing?? because as far as i can say, this script adds the spell to you, not casts it on you, which isn't what you want Link to comment Share on other sites More sharing options...
monkeyboi Posted November 3, 2010 Author Share Posted November 3, 2010 ingame this workswhat it does is i cast it, get nighteyeif i cast it again it removes nighteye what command casts a spell on a player btw? Link to comment Share on other sites More sharing options...
WastelandAssassin Posted November 3, 2010 Share Posted November 3, 2010 the Cast function is used to cast a spell on a target, but this one is much better, as it seemsi was sure that this will add the spell (to your spell list, that is) and not the effectbut if this adds the effect, than it is better now if only you can find the script for magicka check...... Link to comment Share on other sites More sharing options...
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