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Advanced Skyrim Scripting for Mod Question


fingerscrossed

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This question is for anyone who has some advanced knowledge of scripting in Skyirm.  It's in relation to the Turn Based Combat mod I am working on (check development thread in Sexlab Framework if interested).  Here is the crux of the situation:

 

I am designing classes for use in turn based combat.  Each class is going to have access to some of it's own abilities and I'm looking into splitting each classes AI/Turn controller into its own script instead of having one larger script run through all possible actions to see if the actor could take them.  

I would also like to get this set up in a way that I could create some kind of functionality for users to add their own classes to the mod.  How I was thinking I'd like to this would be to have a script that would have some naming convention like:

TurnBasedCombat[[Class]]Controller

That contains all of the basic functions and an outline of how to design a class that modders could use.  Each of these controllers would have their own quest that contains the Scenes that correspond to a character using an ability.  The Controller scripts would be set up from a template that has all of the appropriate function names so that they are the same across all of the scripts.  The idea of what I'd like to do would be have something like:

 

Array of Classes: ClassArray
Array of Scripts: ScriptArray

Find index of ActorClass in ClassArray.
run ScripArray[Index].Function

 

Then, create a function so that additional classes added by mods could be appended to the arrays.

 

My issue: 

 

I don't know of a way to make an array of Scripts, essentially.  Something that would be like:

TurnBasedCombatAlchemistController  -- Tied to the Alchemist Quest

TurnBasedCombatAssassinController -- Tied to the assassin quest
 

and so on.  

 

If you have an idea of how to do this, or how to do something that would achieve the same effect, please let me know.
 

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