PureCarnage Posted May 1, 2016 Posted May 1, 2016 I'm playing a Succubus themed game with heavy deviant/slave mods which means overwhelming sex attacks. It takes away from leveling the character and I thought she is a Succubi, so why not absorb some random skills as an effect. Not a modder so it took some time to get this to work but I'd love to see this expand and figure this is as good a place as any to start learning more about creating a mod. One question, on the HookAnimationEnd, I wasn't able to get it to work when appending a _SkillAbsorb tag, do I have to register HookAnimationEnd_SkillAbsorb elsewhere or does the framework just identify extended attributes on the hook descriptors? Succubus Skill Absorb V 0.1-dev Scriptname SLSkillAbsorb extends Quest Hidden ;NEEDED REFS SexLabFramework Property SexLab Auto string[] aMagic string[] aCombat string[] aStealth Event OnInit() aMagic = new String[6] aMagic[0] = "Alteration" aMagic[1] = "Conjuration" aMagic[2] = "Destruction" aMagic[3] = "Enchanting" aMagic[4] = "Illusion" aMagic[5] = "Restoration" aCombat = new String[6] aCombat[0] = "Archery" aCombat[1] = "Block" aCombat[2] = "HeavyArmor" aCombat[3] = "Onehanded" aCombat[4] = "Smithing" aCombat[5] = "Twohanded" aStealth = new String[6] aStealth[0] = "Alchemy" aStealth[1] = "LightArmor" aStealth[2] = "Lockpicking" aStealth[3] = "Pickpocket" aStealth[4] = "Sneak" aStealth[5] = "Speech" RegisterForModEvent("HookAnimationEnd", "HandleAnimationEnd") EndEvent Function incrementSkill() int rindex = Utility.RandomInt(0, 5) int rskill = Utility.RandomInt(5, 20) int rtype = Utility.RandomInt(0, 2) if(rtype==0) Game.AdvanceSkill(aMagic[rindex], rskill) Debug.Notification("Magic "+aMagic[rindex]+" advanced " + rskill); EndIf if(rtype==1) Game.AdvanceSkill(aCombat[rindex], rskill) Debug.Notification("Combat "+aCombat[rindex]+" advanced " + rskill); EndIf if(rtype==2) Game.AdvanceSkill(aStealth[rindex], rskill) Debug.Notification("Stealth "+aStealth[rindex]+" advanced " + rskill); EndIf EndFunction Event HandleAnimationEnd(int threadID, bool HasPlayer) if(HasPlayer) incrementSkill() EndIf EndEvent
PureCarnage Posted May 1, 2016 Author Posted May 1, 2016 interesting idea but i cant help sorry If you have any ideas, I'm always open. Just been testing it and already finding some bugs, particularly Enchanting. It's fun though, started as a slave and managed to level to 4 thanks to a horny master. Need to tone down the reward values and debug the Enchanting as it seems to take the full award as entire points, not incremental towards a full point.
Swiftstep Posted May 1, 2016 Posted May 1, 2016 Check the "deadly drain" mod. I asked for a counterpart of Vampire "amaranth feeding" (better vampires) over there, and reply was that Hoenheim is working on it. Not saying: disregard your efforts. But meaning: maybe you can find infos there - and maybe you can help each other
yolobomber Posted May 2, 2016 Posted May 2, 2016 As far as I know it works like this: RegisterForModEvent("AnimationEnd_Hook", "Handler") this is put in the thread starting an animation as example. Then you can call a custom event called Handler on the bottom like this Event Handler() //fsfns EndEvent My hook name is Hook in this example.
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