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Hazard
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==Hazard Dialog== *'''ID:''' Unique identifier for this form. *'''Name:''' Display name. Not displayed in game. *'''Lifetime:''' Duration of the effect. If set to 0.0, the Hazard lasts indefinitely. *'''Limit:''' The maximum number of the Hazard that can be present at once. (When the limit is passed, hazards will be removed, with the oldest ones being removed first.) *'''Radius:''' This is the radius of the area of influence of the Hazard. *'''Target Interval:''' Interval in seconds between each Hazard effect's casting/activation, ie. setting to 5 will activate effects of Hazard once every 5 seconds. If the effect is a magic spell, this is the interval in seconds between each spell casted by the Hazard's effect. eg. if this value is set to 5 s. and the spell has a duration of 60 s., then the next cast will happen 65 s. after the current cast (5 s. after the current casted spell). *'''IS Mod:''' An [[ImageSpace Modifiers|ImageSpace Modifier]] to be applied when the camera is within the IS Radius. *'''IS Radius:''' The radius within which the specified IS Mod is applied. *'''Art File:''' The NIF file to be used; for example "TurnUndeadHazard.Nif" for the ringed effect for the turn undead spell. *'''Light:''' A [[Light]] to attach to the Hazard. *'''Spell:''' The concentration spell to apply to any Actors within the Hazard's radius. Note: the "Caster" is always unaffected by the Hazard. *'''Sound:''' The "Audio - Sound Descriptor" Sound effect played during Hazard. *'''Impact Data Set:''' [Unknown/Not Yet Tested] '''Flags''' *'''Affects Player Only:''' Note: If the player cast the spell that the Hazard is attached to, then the Hazard will not affect the player even if this flag is set. *'''Inherit Duration From Spawn Spell:''' Causes the animated (loop) part of the associated NIF to loop for as long as defined in the spell / impact. *'''Inherit Radius From Spawn Spell:''' [Unknown/Not Yet Tested] *'''Align to Impact Normal:''' Rotates the hazard such that its up-vector matches the impact normal; the hazard will align with the surface it is spawned against. *'''Drop to Ground:''' Causes the associated NIF to appear close to the ground upon impact.
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