Skill Global timers

Post » Thu Jan 30, 2014 5:43 am

Hi again,

I am working on lesser powers and it seems that creation kit ignored the value in the spell for Charge Time if lesser power is used. Lesser powers I am adding are combat abilities that need a cooldown. I am trying to avoid use of spells since as I know always use hands. Is it possible to have cooldown for Lesser Power type? Or is there other type that allows to be set itself to voice slot and has Charge Time?

I was thinking to add custom global timer. But that requires script that updates the time. Utility has Wait() which is recommended for this. I guess I could have custom spell to fire single update (and use globalvariable to identify cooldown) with whenever it was cast. But that basically means I would have to add that to each spell that uses the coolddown. Also I am hoping to add new creatures to use these powers so would rather use faction rank than global variables.

Anyway my point being right now that I must be thinking about this too hard and making it more complex it really is right?

Other than that I am curious how am I able to indicate custom cooldown for the player since I can't update the compass shout cooldown indicator outside right?

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Brιonα Renae
 
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Post » Thu Jan 30, 2014 4:37 pm

I've been looking for a way to do this but have not been able to find actual instructions on it. I know there's a mod that adds warmth/cold exposure to the game (with debuffs on your character if you take too much exposure). It displays temperature and exposure using custom meter bars. It might require SkyUI (not certain, I have never actually used this particular mod). I will be watching this discussion for answers.Thanks for asking this question so I don't have to. If I could, I would upvote it.
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Jessica Thomson
 
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Post » Thu Jan 30, 2014 11:10 am

Maybe too complex than it really is. But you're also limiting your options by wanting to avoid other methods.

Wont require SkyUI. Probably wont even SKSE.

I'm thinking.. only need 1 additional MGEF. With constant effect and the spell set as an ability, holding the activemagiceffect script that does the checking.

When the lesser power is used, the script on the ability will detect that and after a certain time(Utility.Wait) has passed, removes the lesser power. Switches states to add the power back when the charge timer is done in that state.

You'd think it'd be easier to put that on the MGEF associated with the lesser power, but then how would the spell be readded to the player?

But it's late, so I can't experiment right now. Hopefully someone else can chime in. But I'm positive this is possible and not too complicating.

And I'm also thinking about this: http://www.creationkit.com/OnSpellCast_-_ObjectReference.

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Nauty
 
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