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Hotcoded spellcasting


FlaviusBelisarius

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I just had an idea for magic that I feel could make magic feel less like an overblown weapon and more like the popular concept of spells. My idea is this: being able to assign each spell a "hotcode" composed of a permutation or combination of the same four letters or numbers. Ideally four unused keys next to each other. Then pressing a sequence of keys for a spell that the player has the magicka to use would result in the spell being instantly cast.

 

I have no idea how this would work. If someone more experienced could provide an opinion on how this could be done, I have every intention of making this mod myself. Thanks in advance!

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Only bump. Hope I get a reply.

 

From my still limited knowledge of Papyrus, I don't know if there is any way to get Skyrim to listen for new key-presses. The scripting system seems to be built primarily for making quests (reading the state of the player's inventory, watching for animations, telling who to shoot who with what, and when). I'm trying to find a way to get the engine to watch for a specific kind of sword swing (Top down power strike with a specific twohander) in order to trigger a spell or custom shout, and I've yet to find anything to do this. I would also be open to using a dedicated key, but as I've said, I can't find anything in the documentation that suggests this is possible.

 

I like the idea though. It reminds me of how in Zelda 64, you had to memorize simple songs in order to trigger events, but your inventory could remind you just in-case you forgot. Having four keys (lets say G H J and K) each tied to a 'shout' forming a sequence that produces magic would be quite cool, and I personally would like the additional challenge (and thus satisfaction) of remembering specific 'chants.'

 

Keep digging through the Creation Kit wiki looking for script commands that listen for key strikes.

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Only bump. Hope I get a reply.

 

From my still limited knowledge of Papyrus, I don't know if there is any way to get Skyrim to listen for new key-presses. The scripting system seems to be built primarily for making quests (reading the state of the player's inventory, watching for animations, telling who to shoot who with what, and when). I'm trying to find a way to get the engine to watch for a specific kind of sword swing (Top down power strike with a specific twohander) in order to trigger a spell or custom shout, and I've yet to find anything to do this. I would also be open to using a dedicated key, but as I've said, I can't find anything in the documentation that suggests this is possible.

 

I like the idea though. It reminds me of how in Zelda 64, you had to memorize simple songs in order to trigger events, but your inventory could remind you just in-case you forgot. Having four keys (lets say G H J and K) each tied to a 'shout' forming a sequence that produces magic would be quite cool, and I personally would like the additional challenge (and thus satisfaction) of remembering specific 'chants.'

 

Keep digging through the Creation Kit wiki looking for script commands that listen for key strikes.

Thanks! But also would it be possible to set it to only work if you're completely unarmed, and finally to set it to cast instantly or almost-instantly with no charging?

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If you manage to get the first part working (Listening for key strikes), making sure the player is unarmed, and removing charging times should be easy. It just depends if the tools exist in the scripting system, and what is and isn't hard coded.
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