Difference between revisions of "Talk:Magic Effect"
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imported>LordFranz (→MagicEffect Fields - Papyrus Scripts: new section) |
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I can't find any difference in their function. They both modify confidence and aside from the conditions on the magic effects they seem to be technically the same. --- [[User:Fowl|Fowl]] 18:18, 22 February 2012 (EST) | I can't find any difference in their function. They both modify confidence and aside from the conditions on the magic effects they seem to be technically the same. --- [[User:Fowl|Fowl]] 18:18, 22 February 2012 (EST) | ||
== MagicEffect Fields - Papyrus Scripts == | |||
Is anyone able to clarify "Any Papyrus Scripts applied to or by the MagicEffect."? --Is the script applied to the target object or to the the MagicEffect itself? In that case, what does the "self" refer to? Does the script execute on hit? I am still trying to understand the Papyrus scripting language. | |||
Can anyone suggest a way to apply a magic effect to any object in the game world? The ActiveMagicEffect script only seems to have a function to return the target of type Actor. I am wondering if there is a way to use the Self to get a reference to any object targeted by the spell, eg. a barrel. In Oblivion I seem to remember I could just make a SpellEffect that went | |||
begin ScriptEffectStart | |||
set spellTarget to getSelf | |||
spellTarget.doSomething | |||
end | |||
So I am trying to figure out how to do this for Skyrim. I don't really know which Event to use either. | |||
I would appreciate any help! |
Revision as of 08:29, 23 February 2012
- Re-organized the Discussion topics to match the order of the Page topics.
- Cscottydont 08:04, 19 February 2012 (EST)
Tapering
Can someone explain this more? A graph or an example of how these work would be much appreciated --- Fowl 22:40, 10 February 2012 (EST)
I've messed around with these a bit and from what I can tell:
Taper Duration-just a straight addition to the duration of the spell the effect is attached to
Weight-I think is just a straight multiplier for the magnitude specified in the spell the effect is attached to
Curve-not sure what the equation/graph would actually look like, but the higher the number, the more sharply the damage tapers off
edit: I tried a negative number in the curve field (like a -2) and ended up with a dead actor with -10000 ish hp.
Cscottydont 04:17, 19 February 2012 (EST)
Flags
The page says "No Recast: Not used. ". This is untrue as the magic effects attached to the master level destruction spells have this checkbox checked. Anyone have any idea what this does, or if it just does nothing?
Cscottydont 07:58, 19 February 2012 (EST)
- It's possible that "Not used" simply means "not used by the game engine", i.e. the flag does nothing anymore. It may have worked at some point in development, which could explain why it's ticked on some spells.
- Do you notice any differences in a spell depending on whether or not this flag is checked?
- -- Cipscis 08:13, 19 February 2012 (EST)
Effect Archetypes
Accum. Magnitude
Tried using the Accum. Magnitude Archetype on a Concentration type Magic Effect. My guess is its broken. The spell immediately set the targets health to 1 (or some other low number, I wasn't fast enough to console check it before they died) then immediately after that, killed the target.
Cscottydont 04:14, 19 February 2012 (EST)
Peak Value Modifier
I've noticed that enchantments stack but potions don't, despite both of them using Peak Value Modifier. Is it that the second AV has to be set for stacking not to occur? --Evil4Zerggin 23:14, 10 February 2012 (EST)
Demoralize and Turn Undead
I can't find any difference in their function. They both modify confidence and aside from the conditions on the magic effects they seem to be technically the same. --- Fowl 18:18, 22 February 2012 (EST)
MagicEffect Fields - Papyrus Scripts
Is anyone able to clarify "Any Papyrus Scripts applied to or by the MagicEffect."? --Is the script applied to the target object or to the the MagicEffect itself? In that case, what does the "self" refer to? Does the script execute on hit? I am still trying to understand the Papyrus scripting language.
Can anyone suggest a way to apply a magic effect to any object in the game world? The ActiveMagicEffect script only seems to have a function to return the target of type Actor. I am wondering if there is a way to use the Self to get a reference to any object targeted by the spell, eg. a barrel. In Oblivion I seem to remember I could just make a SpellEffect that went
begin ScriptEffectStart set spellTarget to getSelf spellTarget.doSomething end
So I am trying to figure out how to do this for Skyrim. I don't really know which Event to use either.
I would appreciate any help!