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Talk:Spell Script
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== Spell property list == These are 92 spells I have researched whose spell costs are modified by skill level, perks, equipment and dual cast. DLC spells aren't included, maybe later. This was to make it easy for someone to just copy/paste from this list and put it in their script, without having to type a lot of them. --[[User:Lisselli|Lisselli]] ([[User talk:Lisselli|talk]]) 2017-08-09T06:26:11 (EDT) <syntaxhighlight lang="papyrus"> ; Destruction Spell property Flames auto Spell property FireRune auto Spell property Firebolt auto Spell property Fireball auto Spell property flameCloak auto Spell property Incinerate auto Spell property WallOfFlames auto Spell property FireStorm auto Spell property Frostbite auto Spell property FrostRune auto Spell property IceSpike auto Spell property FrostCloak auto Spell property IceStorm auto Spell property IcySpear auto Spell property WallOfFrost auto Spell property Blizzard auto Spell property Sparks auto Spell property LightningBolt auto Spell property ShockRune auto Spell property ChainLightning auto Spell property LightningCloak auto Spell property Thunderbolt auto Spell property WallOfStorms auto Spell property LightningStorm auto ; Alteration Spell property Candlelight auto Spell property Oakflesh auto Spell property Magelight auto Spell property Stoneflesh auto Spell property DetectLife auto Spell property Ironflesh auto Spell property Telekinesis auto Spell property Transmute auto Spell property Waterbreathing auto Spell property DetectDead auto Spell property Ebonyflesh auto Spell property Paralyze auto Spell property Dragonhide auto Spell property MassParalysis auto ; Conjuration Spell property BoundSword auto Spell property BoundBattleAxe auto Spell property BoundBow auto Spell property ConjureFamiliar auto Spell property ConjureFlameAtronach auto Spell property FlamingFamiliar auto Spell property ConjureFrostAtronach auto Spell property ConjureDragonPriest auto Spell property ConjureDremoraLord auto Spell property ConjureStormAtronach auto Spell property FlameThrall auto Spell property FrostThrall auto Spell property StormThrall auto Spell property RaiseZombie auto Spell property ReanimateCorpse auto Spell property Revenant auto Spell property DreadZombie auto Spell property DeadThrall auto Spell property BanishDaedra auto Spell property CommandDaedra auto Spell property ExpelDaedra auto Spell property SoulTrap auto ; Illusion Spell property Clairvoyance auto Spell property Courage auto Spell property Fury auto Spell property Calm auto Spell property Fear auto Spell property Muffle auto Spell property Frenzy auto Spell property Rally auto Spell property Invisibility auto Spell property Pacify auto Spell property Rout auto Spell property CallToArms auto Spell property Harmony auto Spell property Hysteria auto Spell property Mayhem auto ; Restoration Spell property LesserWard auto Spell property SteadfastWard auto Spell property GreaterWard auto Spell property Healing auto Spell property FastHealing auto Spell property HealingHands auto Spell property CloseWounds auto Spell property HealOther auto Spell property GrandHealing auto Spell property TurnLesserUndead auto Spell property RepelLesserUndead auto Spell property TurnUndead auto Spell property CircleOfProtection auto Spell property RepelUndead auto Spell property TurnGreaterUndead auto Spell property BaneOfTheUndead auto Spell property GuardianCircle auto </syntaxhighlight> == Red Cursor == I have evidence that scripting spells with Cast have a high probability of setting of the players crosshair to turn red while looking at the far distance, regardless of if the spell is targeted self, target actor, etc. Has anyone else noticed this? Case example is I have an Ability Spell with a script that casts an AOE on myself every 5 seconds. Every time this is cast via Cast or RemoteCast the cursor will flash red while staring at the sky. --[[User:Darkconsole|Darkconsole]] ([[User talk:Darkconsole|talk]]) 2015-04-02T20:29:46 (EDT)
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