Difference between revisions of "Magic Effect"

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imported>Eishunsama
imported>Enai Siaion
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*'''Hostile:''' This Effect is treated as an attack. Only Hostile effects can be resisted.  
*'''Hostile:''' This Effect is treated as an attack. Only Hostile effects can be resisted.  
*'''Detrimental:''' This Effect is applied as a negative value (damage) to the specified [[Actor Value]].
*'''Detrimental:''' This Effect is applied as a negative value (damage) to the specified [[Actor Value]].
*'''Recover:''' When this Effect expires, the attribute returns to its previous state. Note that for Magicka and Health, this works as follows: If checked, the Maximum and Current values are changed. If unchecked, only current value is affected. Which means that "Ravage Health" and "Fortify Health" has it checked, but Healing potions do not.
*'''Recover:''' When this Effect expires, the attribute returns to its previous state. If checked, Value Modifier and Peak Value Modifier archetypes will modify their actor value once at the start, then modify it back once the Effect expires; if unchecked, the actor value will get modified every second and will not be reset at the end. Note that for Magicka and Health, this works as follows: If checked, the Maximum and Current values are changed. If unchecked, only current value is affected. Which means that "Ravage Health" and "Fortify Health" has it checked, but Healing potions do not.
*'''FX Persist:''' If checked, the visual effect on the target persists for the entire duration of the Effect. Otherwise, it only plays once.
*'''FX Persist:''' If checked, the visual effect on the target persists for the entire duration of the Effect. Otherwise, it only plays once.
*'''Snap to Navmesh:''' If checked, the Aimed or Target Location target point will be snapped to the nearest point on the [[:Category:Navmesh|Navmesh]]. Used for summoned creatures, to make sure they begin in a valid location.
*'''Snap to Navmesh:''' If checked, the Aimed or Target Location target point will be snapped to the nearest point on the [[:Category:Navmesh|Navmesh]]. Used for summoned creatures, to make sure they begin in a valid location.
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*'''No Duration:''' The effect is instantaneous. The Duration field is not available for objects with this effect.
*'''No Duration:''' The effect is instantaneous. The Duration field is not available for objects with this effect.
*'''No Hit Event:''' The effect is stealthy; the target does not register a hit event when struck.
*'''No Hit Event:''' The effect is stealthy; the target does not register a hit event when struck.
*'''No Magnitude:''' The effect is "all or nothing." The Magnitude field is not available for objects with this effect.
*'''No Magnitude:''' The effect does not use the Magnitude field.
*'''No Area:''' The Area field is not available for objects with this effect.
*'''No Area:''' The effect does not use the Area field.
*'''Painless:''' If checked, the target of this effect does not cry out in pain.
*'''Painless:''' If checked, the target of this effect does not cry out in pain.
*'''Gory Visuals:''' Not used.
*'''Gory Visuals:''' Not used.
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*'''Power Affects Magnitude/Duration:''' Determines whether the Magnitude and/or Duration properties on the [[Effect Item]] can be used.
*'''Power Affects Magnitude/Duration:''' Determines whether the Magnitude and/or Duration properties on the [[Effect Item]] can be used.
*'''Area:''' If the effect has an area associated with it, it is indicated here. Area is measured in feet, not units.
*'''Area:''' If the effect has an area associated with it, it is indicated here. Area is measured in feet, not units.
*'''Casting Time:''' The number of seconds the casting button needs to be held down before the spell can be cast. Usually 0.5 seconds.
*'''Casting Time:''' The number of seconds the casting button needs to be held down before the spell can be cast. Usually 0.5 seconds. For spells with lengthy cast times and using two hands, using the keyword RitualSpellEffect is recommended: this keyword changes the cast animation to a more appropriate animation.


====Script Effect AI Data====
====Script Effect AI Data====
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Any Papyrus Scripts applied to or by the MagicEffect. These typically extend the [[ActiveMagicEffect_Script|ActiveMagicEffect Script]].
Any Papyrus Scripts applied to or by the MagicEffect. These typically extend the [[ActiveMagicEffect_Script|ActiveMagicEffect Script]].


===Notes===
* '''No Magnitude''', '''No Area''' and '''No Duration''' do not actually affect the inner workings of the effect, checking them just makes it so these parameters will be unavailable when you assign the effect to a [[Spell]], [[Scroll]], [[Potion]], [[Shout]] or [[Enchantment]]. (The area is always unavailable when creating a [[Spell]] unless '''Auto Calculate''' is turned off in the Spell dialog)


==Effect Archetypes==
==Effect Archetypes==
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|Cloak
|Cloak
|1: A spell representing the Cloak's damage effect.
|1: A spell representing the Cloak's damage effect.
|While this spell is active, casts the Cloak's damage effect spell on all targets in the area.
|While this spell is active, casts the Cloak's damage effect spell on all targets in the area. Note: the <MAG> of the Cloak effect is not the damage (which is determined by its 1: spell) but the radius within which the cloak attacks targets.
|-
|-
|Command Summoned
|Command Summoned
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|-
|-
|Demoralize
|Demoralize
|???
|
|???
|Targets up to level <MAG> flee.
|-
|-
|Detect Life
|Detect Life
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|Dual Value Modifier
|Dual Value Modifier
|1: The first value  2: The second value
|1: The first value  2: The second value
|Modifies both Actor Values by <MAG>. In order for the 2nd value to be used, 2nd AV Weight has to be changed 1.
|Modifies both Actor Values. The first value is modified by <MAG>, the second value is modified by <MAG> * '''AV Weight'''.
|-
|-
|Enhance Weapon
|Enhance Weapon
|
|
|???
|Any equipped (melee) weapon receives the specified enchantment until unequipped or until the effect wears off. Used by Elemental Fury.
|-
|-
|Etherealize
|Etherealize
|
|
|Causes the targets to become ethereal.
|Causes the targets to become ethereal, preventing them from dealing or taking damage.
|-
|-
|Frenzy
|Frenzy
|
|
|Causes the targets to be frenzied.
|Causes the targets to be frenzied, attacking randomly.
|-
|Grab Actor
|
|???
|-
|-
|Guide
|Guide
|
|
|Creates a trail of [[Hazard]] objects from the caster to the nearest quest target. Typically used with the Clairvoyance Hazard.
|Creates a trail of [[Hazard]] objects from the caster to the nearest quest target. Typically used with the Clairvoyance Hazard. The trail does not extend very far and needs to be continuously refreshed to be of use.
|-
|-
|Invisibility
|Invisibility
|
|
|Causes the target to become invisible.
|Causes the target to become invisible. This effect is automatically dispelled when the invisibility is broken.
|-
|-
|Light
|Light
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|Lock
|Lock
|
|
|Locks the target.
|Locks the target. Note: it is actually impossible to target objects, making this archetype more or less useless.
|-
|-
|Open
|Open
|
|
|Unlocks the target.
|Unlocks the target. See Lock.
|-
|-
|Paralysis
|Paralysis
|
|
|Paralyzes the target.
|Paralyzes the target. Make sure to include a condition in your effect that checks for the ImmuneParalysis keyword.
|-
|-
|Peak Value Modifier
|Peak Value Modifier
|1: The first value to modify  2: A keyword for effects it does not stack with.
|1: The value to modify  2: A keyword for effects it does not stack with.
|If there are two PVMs with the same keyword active at the same time, the one with the lower <mag> will be dispelled automatically?
|If there are two PVMs with the same keyword active at the same time, the one with the lower <mag> will be dispelled automatically?
|-
|-
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|Summon Creature
|Summon Creature
|1. The creature to summon.
|1. The creature to summon.
|Summons the specified creature, placing them under the caster's control.
|Summons the specified creature, placing them under the caster's control. On death, the creature automatically fades out and leaves no corpse.
|-
|-
|Telekinesis
|Telekinesis
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|Turn Undead
|Turn Undead
|
|
|Causes the target to flee from the caster.
|Causes the target to flee from the caster. Appears to be the same as Demoralize.
|-
|-
|Value and Parts
|Value and Parts
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|Value Modifier
|Value Modifier
|1. The value to modify.
|1. The value to modify.
|Modifies the Actor Value by <MAG>. In other words, this is a stacking effect. For a non-stacking effect, use Peak Value Modifier.
|Modifies the Actor Value by <MAG>.
|-
|-
|Werewolf
|Werewolf
|1. The Race to transform into.
|1. The Race to transform into.
|Changes the Caster's race to the specified race.
|Changes the target's race to the specified race.
|-
|-
|Werewolf Feed
|Werewolf Feed
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