Deleted6656695User Posted May 11, 2013 Share Posted May 11, 2013 Hello good Nexus community. I am attempting to create a spell, which is channeled and must be able to cast 3 different spells while channeling, every spell should have a cooldown of 2 seconds after it's being cast (but you have to channel the entire time). For testing I chose 'Unrelenting Force' it's Fus, Ro & Dah effects. So in short, it should look like this: Start Channeling > Cast Fus > wait 2 sec > Cast Ro > wait 2 sec > Cast Dah > Keep casting Dah in the end. Is this even possible to do with CK? Or even some kind of method close to what I have described. Any kind of help or advice is highly appreciated. Link to comment Share on other sites More sharing options...
GrimyBunyip Posted May 11, 2013 Share Posted May 11, 2013 Well it is possible.It's just kind of a pain in the rear, why would you want to?I usually don't go through the kind of effort needed to do what you're asking for I really really really thought it was a great idea. Link to comment Share on other sites More sharing options...
Deleted6656695User Posted May 11, 2013 Author Share Posted May 11, 2013 Well it is possible.It's just kind of a pain in the rear, why would you want to?I usually don't go through the kind of effort needed to do what you're asking for I really really really thought it was a great idea.Because it's an awesome spell mechanic, it can be used for many things. Like creating beam spells which 'intensify' over time etc. thanks for replying. I still need help with it though :/ please.. anyone? Link to comment Share on other sites More sharing options...
porroone Posted May 11, 2013 Share Posted May 11, 2013 I dont see it that difficult, create the magic effect, attach a script to it, being the effect channeled, you can call OnEffectStart and then registerForUpdate for aslong as the magic effects lasts.On the OnUpdate event:Spell.Cast(Player)Wait(2)Spell2.Cast(player) The cast function usually dont consume magicka, so you'll have to do that manually using the DamageActorValue function. Link to comment Share on other sites More sharing options...
Deleted6656695User Posted May 11, 2013 Author Share Posted May 11, 2013 I dont see it that difficult, create the magic effect, attach a script to it, being the effect channeled, you can call OnEffectStart and then registerForUpdate for aslong as the magic effects lasts.On the OnUpdate event:Spell.Cast(Player)Wait(2)Spell2.Cast(player) The cast function usually dont consume magicka, so you'll have to do that manually using the DamageActorValue function.Thank you very much for your reply. Sadly I'm a complete beginner with Papyrus (I haven't created papyrus scripts before inside CK), and I guess you already did all the work for me :)... but I'm not able to see it on my first sight. I hope you Porroone or anyone else don't find it offending, that I'm still asking for assistance how to set this script up inside CK for my magic effect. It's a kind of 'one time thing' I'd like to learn how to do, and apply it on many different places. I'm dying to see the results in game :/ For now I keep learning through error, as I always do, even if it takes my entire day away from me. Any tiny bits of enlightenment which would help me to achieve the end results, are most welcome to me right now. Thanks Link to comment Share on other sites More sharing options...
Hangman4358 Posted May 11, 2013 Share Posted May 11, 2013 As for the magica just make the effect use magica. If it is a concentration effect just have it use magica and it will do it just fine. Then add all the other stuff via script. Link to comment Share on other sites More sharing options...
GrimyBunyip Posted May 11, 2013 Share Posted May 11, 2013 The cast function usually dont consume magicka, so you'll have to do that manually using the DamageActorValue function.They don't have animations either, and they shoot from your face instead of where you'd normally expect. So he'd have to implement code to compensate for both of those.Then since it's a channeled spell he needs to be able to cancel it through various actions.otherwise it will just be a spell that casts after a short delay. also you'd need the casting data stored on the caster, not the target.So it would either need to be an on self spell with a script or it needs to be managed in some other fashion. I honestly recommend trying something less complicated before you make a spell like that. Link to comment Share on other sites More sharing options...
Deleted6656695User Posted May 11, 2013 Author Share Posted May 11, 2013 The cast function usually dont consume magicka, so you'll have to do that manually using the DamageActorValue function.They don't have animations either, and they shoot from your face instead of where you'd normally expect. So he'd have to implement code to compensate for both of those.Then since it's a channeled spell he needs to be able to cancel it through various actions.otherwise it will just be a spell that casts after a short delay. also you'd need the casting data stored on the caster, not the target.So it would either need to be an on self spell with a script or it needs to be managed in some other fashion. I honestly recommend trying something less complicated before you make a spell like that.Complicated or not (that's really no excuse :D) it's just too awesome to not have, if it's done once then other people could use it as well. And it would possibly feel amazing to use it in game, also certain channeled spells which use same method but disable player character's movement while channeling - a whole new way to use spells tactically and so on. I haven't made too much progress (though a little!), but I keep trying for the next couple of days till I see some first results. And I'll post the script here and show how it reacts in a video. I wish someone who's actually got enough experience with Papyrus, would take this seriously and write the script for everyone to use. I am very thankful for your tips guys, without these I wouldn't have tiniest clue of where to begin. Trying my best based on this information and using CK wiki to further educate myself. Also a question: Should the Effect Archetype be 'Dual value Modifier' or 'Script' when I open the Magic Effect up in CK to make it work? I've seen a video of how to script a teleport spell, and it used 'Script' in the archetype. Thanks a lot guys! Link to comment Share on other sites More sharing options...
hecks567 Posted March 20, 2014 Share Posted March 20, 2014 How would one implemente code to center the spell cast.as im having this problem with scripted spell weapons The cast function usually dont consume magicka, so you'll have to do that manually using the DamageActorValue function.They don't have animations either, and they shoot from your face instead of where you'd normally expect. So he'd have to implement code to compensate for both of those.Then since it's a channeled spell he needs to be able to cancel it through various actions.otherwise it will just be a spell that casts after a short delay. also you'd need the casting data stored on the caster, not the target.So it would either need to be an on self spell with a script or it needs to be managed in some other fashion. I honestly recommend trying something less complicated before you make a spell like that. Link to comment Share on other sites More sharing options...
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