Effect Item

Revision as of 23:02, 16 August 2024 by DavidJCobb (talk | contribs) (→‎Notes)

Spells, Enchantments, Potions, and Scrolls all have an Effects List, which is made up of a series of Effect Items. Double click an entry in the Effects List to open the selected Effect Item and edit its details.

EffectsListWindow.png

Effect Item Dialog

The Effect Item Form consists of:

  • Casting Type and Delivery are determined by the parent object's settings. These restrict the type of Magic Effect you can select.
  • Effect: The Effect Item's Magic Effect.
  • Magnitude: When applicable, the 'strength' of the effect.
  • Area: When applicable, the radius of the effect in feet.
  • Duration: When applicable, the duration of the effect. Duration is never applied to Constant Effects.
    • Based on these values and the properties of the Magic Effect, the other values in this section will be automatically calculated.
  • Conditions: The effect will only function if these conditions are true. Note that excessive conditions can cause performance issues.

Notes

  • If a spell has an Area, then it will never affect the caster, and it will always affect nearby actors within the area. This occurs even if the Delivery type is Self.
  • Conditions are usually checked every second of gameplay. However, concentration spells only appear to check their effects' conditions once, when the spell is first cast.
    • Additionally, consider the case of two cloak effects that both trigger the same concentration spell. If an actor makes an uninterrupted switch from using one cloak effect to using the other, the concentration spell will only check its conditions once (at the start of the first cloak). The implication here is that you cannot force (or fake) condition re-checking by alternating between two identical cloaks sharing the same concentration spell.
    • However, it appears that a concentration spell's magic effects are individually reapplied every second, at least when the concentration spell is triggered by a cloak effect. Conditions effectively work backwards in this case: the magic effect conditions run once per second, while the spell conditions run at cast start.
      • Note that while the effects are reapplied every second, their shaders are not. Flags like FX Persist are still needed.
  • Conditions are not acted upon until they are all checked. If a magic effect's conditions return false, the effect will not be deactivated until all other effects from the same spell have been checked.
    • Consider a spell whose first magic effect applies a perk to the subject by way of Perk to Apply, and whose second magic effect tests for that very perk. When conditions are checked, if the first magic effect's conditions fail, it will be queued to deactivate, but it will still be active (and the perk will therefore still be applied) when the second magic effect's conditions are checked next. Once all effects in the spell are checked, the first effect will then deactivate, and its perk will be removed.
  • If a magic effect is active for a long enough time, it will stop updating both its conditions and its elapsed time. Among other things, this means that it is impossible to make a long-lasting temporary effect on the order of multiple days: due to this bug, the elapsed time will stop updating before the duration is reached, making the effect endless outside of specific circumstances.
  • There appears to be an effective limit of 15 Effect Items to an Effects List. If more than 15 effects are attached to a single spell, enchantment, potion, or scroll, the 16th effect onwards may fail to apply regardless of whatever conditions for its application return true.


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