Difference between revisions of "Magic Effect"

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[[Magic Effect|Magic Effects]] represent the primary visual and functional effects of a [[Spell]], [[Enchantment]], [[Potion]], [[Scroll]], or [[Shout]]. They often receive data (typically a Magnitude and/or Duration) from the [[Effect Item]] lists that can be found on those objects.
[[Magic Effect|Magic Effects]] represent the primary visual and functional effects of a [[Spell]], [[Enchantment]], [[Potion]], [[Scroll]], or [[Shout]]. They often receive data (typically a Magnitude and/or Duration) from the [[Effect Item]] lists that can be found on those objects.
[[File:MagicEffectWindow.png|900px]]


==MagicEffect Fields==
==MagicEffect Fields==
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**'''Contact:''' Effect is applied to the target by contact (a hit event). This only works for Weapons.
**'''Contact:''' Effect is applied to the target by contact (a hit event). This only works for Weapons.
**'''Aimed:''' Effect is attached to a [[Projectile]] which is then fired at the crosshairs. If it makes contact with a valid target, the effect is applied.
**'''Aimed:''' Effect is attached to a [[Projectile]] which is then fired at the crosshairs. If it makes contact with a valid target, the effect is applied.
**'''Target Actor:''' Effect is immediately applied to an [[:Category:Actor|Actor]] in the crosshairs. No projectile is fired.
**'''Target Actor:''' Effect is immediately applied to an [[:Category:Actor|Actor]] in the crosshairs. No projectile is fired. Note that the aim is off in third person view, making it very difficult to use at a distance.
**'''Target Location:''' Effects is applied to the object/landscape under the crosshairs. No projectile is fired.
**'''Target Location:''' Effects is applied to the object/landscape under the crosshairs. No projectile is fired.
** All of the effects on a [[Spell]] or [[Enchantment]] must have the same casting type.
** All of the effects on a [[Spell]] or [[Enchantment]] must have the same delivery type.
*'''Magic Skill:''' The [[Actor Value|Skill]] associated with the effect. The skill can modify the Power, Duration, or Cost of the effect, and will accumulate Skill Uses from it.
*'''Magic Skill:''' The [[Actor Value|Skill]] associated with the effect. The skill can modify the Power, Duration, or Cost of the effect, and will accumulate Skill Uses from it.
*'''Minimum Skill Level:''' Only used for NPCs, this is the minimum Skill level necessary to use this effect.
*'''Minimum Skill Level:''' Only used for NPCs, this is the minimum Skill level necessary to use this effect. This value also governs which level the spell will display as in the user interface. For example, a value of 25 will display spells using this effect as Apprentice in the magic interface.
*'''Assoc. Item 1:''' The first Associated Item required for this [[Magic Effect#Effect Archetypes|Effect Archetype]], if any.
*'''Assoc. Item 1:''' The first Associated Item required for this [[Magic Effect#Effect Archetypes|Effect Archetype]], if any.
*'''Assoc. Item 2:''' The second Associated Item required for this [[Magic Effect#Effect Archetypes|Effect Archetype]], if any.
*'''Assoc. Item 2:''' The second Associated Item required for this [[Magic Effect#Effect Archetypes|Effect Archetype]], if any.
*'''2nd AV Weight:''' Magnitude multiplier for how strong a second Assoc. Item should be in comparison to the first Assoc. Item. Used with the Dual Value Multiplier archetype.
*'''Resist Value:''' The type of Resistance that applies to this effect.
*'''Resist Value:''' The type of Resistance that applies to this effect.
*'''Perk to Apply:''' The indicated [[Perk]] is added to the target for the duration of the spell.
*'''Perk to Apply:''' The indicated [[Perk]] is added to the target while the effect is active, if and only if the target is the player.
*'''Base Cost:''' The effect's base Magicka or Charge cost. Used as input to a formula that calculates the final cost based on Skill, Perks, and any other applicable factors.
*'''Base Cost:''' The effect's base Magicka or Charge cost. Used as input to a formula that calculates the final cost based on Skill, Perks, and any other applicable factors. Modifying Base Cost may not produce a corresponding change in the cost of auto-calculated spells. See [[Spell#Notes|the Spells page notes]] for more details.
*'''Skill Usage Mult:''' For [[Spell|Spells]], a multiplier to the Skill Uses that casting this effect will give the player.
*'''Skill Usage Mult:''' For [[Spell|Spells]], a multiplier to the Skill Uses (which feed into advancing the effect's Magic Skill, above) that casting this effect will give the player.


====Tapering====
====Tapering====
The three taper values determine how long an effect continues after its duration has expired, and how the magnitude decreases over that interval.
 
[[File:Taper Graph.png|thumb|right|Taper curves.]]
 
These values will cause the effect to continue after its duration has expired.
 
* '''Taper Duration:''' How long the effect continues.
* '''Taper Weight:''' How strong the effect is at the beginning of the taper duration. For example, a value of 0.5 will make the effect half as strong at the moment the duration expires.
* '''Taper Curve:''' Controls how quickly the effect magnitude decreases during the taper duration. (Negative values cause the effect magnitude to increase.)
 
Specifically, the magnitude at some taper time (time since the duration expired) is
magnitude = effect magnitude * Taper Weight * (1 - taper time / Taper Duration)<sup>Taper Curve</sup>
 
For damage spells, the total damage done during the taper duration is approximately
magnitude = effect magnitude * Taper Weight * Taper Duration / (Taper Curve + 1)
 
Note that if Taper Curve is less than -1, the spell will be almost invariably fatal, as the total damage fails to converge to a finite value. (A fun experiment: set Taper Duration to several seconds and Taper Curve to -1.1, and make a damage spell with a small magnitude. Nothing will appear to happen for most of the duration, then the target will suddenly drop dead.)


====Flags====
====Flags====
*'''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]]. Note that not all technically harmful Effects need this checked. God Mode prevents "detrimental" Effects from working on the player.
*'''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 (buff/debuff). If unchecked, only current value is affected (heal/damage).
*'''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.
*'''No Recast:''' Not used.
*'''No Recast:''' Once the magic effect is applied to a target, it cannot be cast again on the same target until it has worn off or been dispelled.
*'''No Hit Effect:''' No visual effects play on the target of this Effect.
*'''No Hit Effect:''' No visual effects play on the target of this Effect.
*'''No Death Dispel:''' If checked, the effect persists even if the target dies.
*'''No Death Dispel:''' If checked, the effect persists even if the target dies.
*'''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:''' Not used.
*'''Painless:''' If checked and the spell is Hostile, the target of this effect does not cry out in pain. If the target is the player, prevents the hit blur and ouch sound.
*'''Gory Visuals:''' Not used.
*'''Gory Visuals:''' Not used.
*'''Hide in UI:''' If checked, the Effect is not displayed to the player in the Magic Effects section of the interface.
*'''Hide in UI:''' If checked, the Effect is not displayed to the player in the Magic Effects section of the interface, nor will this effect's description be displayed in the spell's concatenated spell-effect description.
**If all Magic Effects attached to an Enchantment have this flag checked, the enchanted equipment will appear unenchanted and in the case of weapons, not display a charge bar. This is only visual however; the enchantment will still function as intended.


====[[Keywords]]====
====[[Keywords]]====
A list of [[Keywords]] associated with the spell. These Keywords are not applied directly to the target, but can be checked by scripts or used in other ways.
Has one of two mutually exclusive effects, depending on whether the '''Dispel Effects with these Keywords''' checkbox is checked.
 
If the box is ''unchecked'', the list of [[Keywords]] are associated with the Magic Effect. These Keywords are not applied directly to the target, but can be checked by scripts or used in other ways.
 
If the box is ''checked'', then the list of Keywords indicates Keywords to dispel. If a Spell that is currently active on the target has any Magic Effect that matches ''any'' of the Keywords in the list, the Spell will be dispelled when this Magic Effect is applied.


The checkbox is all-or-nothing. If any other spell effect on the target has a keyword that matches one of the keywords in this list, it will be dispelled.
The checkbox is all-or-nothing. The same Magic Effect cannot both have Keywords applied to it and dispel Keywords. However, a Spell can contain two Magic Effects, one of which has Keywords and another that dispels Keywords.


====Counter Effects====
====Counter Effects====
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====Target Conditions====
====Target Conditions====
If these conditions evaluate to false, the effect will not be applied to the target. Frequently used in conjunction with [[Keywords]] to exclude specific types of Actors from the effect. For effects that have a duration, the checks will be repeated every second.
If these [[Conditions]] evaluate to True, the effect will be applied to the target. Frequently used in conjunction with [[Keywords]] to exclude specific types of Actors from the effect.
 
Conditions can be placed on a magic effect itself, or on its entry in a spell's [[Effect List]]. Effect-side conditions are checked when an effect is applied and determine whether an actor will ever receive the effect, while spell-side conditions determine when the effect is active.
 
In most cases, an effect's spell-side conditions are checked every second while an actor has the effect (if the effect duration is longer than instant), and the effect is only applied once (when the spell is cast). However, concentration spells invert this pattern: spell-side conditions in a concentration spell are only checked once, when the caster starts casting the spell; the effect, meanwhile, is reapplied every second, so effect-side conditions are checked once per second.
 
This means that if you for example try to make a non-concentration effect that doesn't stick [[HasMagicEffect|if it's already there]], you can put the check into the effect's condition window; but if you put it into the spell itself, it will get canceled because it finds itself.


====Visual Effects====
====Visual Effects====
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*'''Enchant Art:''' For [[Enchantment|Enchantments]] only, this is the art attached to the object.
*'''Enchant Art:''' For [[Enchantment|Enchantments]] only, this is the art attached to the object.
*'''Enchant Shader:''' For [[Enchantment|Enchantments]] only, this is the shader attached to the object.
*'''Enchant Shader:''' For [[Enchantment|Enchantments]] only, this is the shader attached to the object.
*'''[[Projectile]]:''' The [[projectile]] fired by the effect.
*'''[[Projectile]]:''' The [[projectile]] fired by the effect. If multiple effects are attached to a Spell, only the projectile of the first effect will be drawn.
*'''Impact Data Set:''' When the projectile hits an object, the impact data set is used to determine which decals, if any, are applied.
*'''Impact Data Set:''' When the projectile hits an object, the impact data set is used to determine which decals, if any, are applied.
*'''[[Explosion]]:''' The [[explosion]] object created when the projectile hits an object.
*'''[[Explosion]]:''' The [[explosion]] object created when the projectile hits an object.
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====Spellmaking====
====Spellmaking====
*'''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 magic effect's magnitude and/or duration will be scaled when dual-casting, or by the player's Alchemy and Enchanting skill and perks when making potions and enchantments containing the magic effect.
*'''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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====Equip Ability====
====Equip Ability====
An effect to apply to the caster when this effect is equipped.
A ''spell'' to apply to the caster when this effect is equipped. These are not chainable - a spell that is added via an equip ability will not then add what is assigned in its own equip ability slot.


====Sounds====
====Sounds====
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* In the description of any [[Spell]], [[Enchantment]], [[Potion]], [[Scroll]], or [[Shout]] that uses the Effect, unless that item has a description of its own (which overrides any inherited descriptions).
* In the description of any [[Spell]], [[Enchantment]], [[Potion]], [[Scroll]], or [[Shout]] that uses the Effect, unless that item has a description of its own (which overrides any inherited descriptions).


This text field supports three special text replacement tags:
This text field supports four special text replacement tags:
* '''<mag>:''' Magnitude
* '''<mag>:''' Magnitude
* '''<dur>:''' Duration
* '''<dur>:''' Duration
* '''<area>:''' Area
* '''<'''[TEXT]'''>:''' Bolds and enlarges the text enclosed in angle brackets <>
* '''<'''[TEXT]'''>:''' Bolds and enlarges the text enclosed in angle brackets <>
** Note: including a period character ('.') anywhere within the angle brackets will result in that period and all text after it being truncated from the description. To bold whole sentences/phrases, '''<'''place the period outside the brackets, like this'''>'''.


====Papyrus Scripts====
====Papyrus Scripts====
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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|Absorb
|Absorb
|1: The [[Actor Value]] to be absorbed. Usually Health, Magicka, or Stamina.
|1: The [[Actor Value]] to be absorbed. Usually Health, Magicka, or Stamina.
|Does up to <MAG> damage to the target's attribute, and restores the caster's attribute by the amount of damage done.
|Does up to <MAG> damage to the target's attribute, and restores the caster's attribute by the amount of damage done. If not "detrimental", will instead drain the caster to replenish the target.
|-
|-
|Accum. Magnitude
|Accum. Magnitude
|1: ???
|1: WardPower
|???
|Linked to ward charging mechanic. Grants up to <MAG> of a chosen actor value, but starts at 0 and increases over time.
|-
|-
|Banish
|Banish
|
|
|Banishes targets up to level <MAG>.
|Banishes Summoned Actors up to level <MAG>.
|-
|-
|Bound Weapon
|Bound Weapon
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|Calm
|Calm
|
|
|Calms Actors up to level <MAG>.
|Lowers the Aggression of a target up to level <MAG> to minimum.
|-
|-
|Cloak
|Cloak
|1: A spell representing the Cloak's damage effect.
|1: A spell representing the Cloak's damage effect. Must be Concentration/Aimed or Concentration/Target.
|While this spell is active, casts the Cloak's damage effect spell on all targets in the area.
|While this spell is active, casts an 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, in [[Units]].
|-
|-
|Command Summoned
|Command Summoned
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|-
|-
|Demoralize
|Demoralize
|???
|
|???
|Lowers the [[Confidence]] of a target up to level <MAG> to minimum. Allies affected by Demoralize prior to combat will not flee until combat begins.
|-
|-
|Detect Life
|Detect Life
|
|
|Applies the Detect Life visual effect to all valid targets in range.
|Applies a visual effect to all valid targets in range. Detect Life will paint targets around the caster only when the effect is first applied: a concentration effect is applied continuously, so the paint will update as the caster moves; but a fire-and-forget effect will only paint whatever targets were within range of the original casting location at the time of the original cast.
|-
|-
|Disarm
|Disarm
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|-
|-
|Dispel
|Dispel
|???
|
|???
|Removes magic effects with a duration from the target. <MAG> seems to be unused.
|-
|-
|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>.
|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.
|Maxes the [[Aggression]] of a target up to level <MAG>.
|-
|Grab Actor
|
|Can pick up and throw selected NPC. Used by Vampiric Grip. Doesn't effect Dragons, Mammoths, Dragon Priests, Mistmen, Bonemen, Wrathmen and Skeletons. Distance at which the target is held is based on the GrabActorOffset actor value of the caster.
|-
|-
|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. Note that invisibility does not mean inaudibility and any magic effect that isn't silent will in fact continuously emit noise until Quiet Casting is taken.
|-
|-
|Light
|Light
|1: The light object to create.
|1: The light object to create.
|Creates the specified light object.
|Creates the specified light object. Note that a [[#Visual Effects|Hit Effect Art]] must be applied, and the light will emit from there<sup>specific Node?</sup>.
|-
|-
|Lock
|Lock
|
|
|Locks the target.
|Locks the target. Note: it is actually impossible to target objects, making this archetype more or less useless. The only effect that can target objects is Script.
|-
|-
|Open
|Open
|
|
|Unlocks the target.
|Unlocks the target. Note: it is actually impossible to target objects, making this archetype more or less useless. The only effect that can target objects is Script.
|-
|-
|Paralysis
|Paralysis
|
|
|Paralyzes the target.
|Paralyzes the target. Make sure to include a condition in your effect that checks for the ImmuneParalysis keyword. This archetype only works if the 'Recover' flag is set. This will also set the boolean actor value Paralyze to 1 to prevent movement.
|-
|-
|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?
|-
|-
|Rally
|Rally
|
|
|Increases the confidence of the target, making them less likely to flee.
|Maxes the [[Confidence]] of a target up to level <MAG>.
|-
|-
|[[Reanimate]]
|[[Reanimate]]
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|Spawn Hazard
|Spawn Hazard
|1: The Hazard to spawn.
|1: The Hazard to spawn.
|Creates the specified [[Hazard]] object at the target.
|Creates the specified [[Hazard]] object at the target. The hazard is owned by the caster (meaning it will only hit enemies) and the hazard spell scales with the magnitude of the spawn spell. If you want the hazard to hit allies, you need a script to PlaceAtMe the hazard object, which doesn't retain ownership (but also doesn't allow scaling).
*Note that a "constant effect" effect will only spawn one hazard every time the effect activates.
|-
|-
|Spawn Scripted Ref
|Spawn Scripted Ref
|
|1: [Not Used]
|Not used.
|Used for Throw Voice. You can't directly choose a reference, but Throw Voice instead contains an explosion that places an activator object that says something.
|-
|-
|Stagger
|Stagger
|
|
|Staggers the target.
|Staggers the target. Value between 0 and 1. Duration determines how long before the target can be staggered again. Should not be "detrimental".
|-
|-
|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
|
|
|Applies the Telekinesis effect to the target object, allowing the caster to manipulate it at a distance.
|Applies the Telekinesis effect to the target object, allowing the caster to manipulate it at a distance. This will also set the boolean actor value Telekinesis to 1 in order to allow you to see item stats at a distance.
|-
|-
|Turn Undead
|Turn Undead
|
|
|Causes the target to flee from the caster.
|Causes the target to flee from the caster, similar to Demoralize. Allies affected by Turn Undead prior to combat will not flee until combat begins. This archetype is hard-coded to require that the target have the ActorTypeUndead keyword in order to function; targets that do not have that keyword will not be affected even if the conditions of the effect would otherwise allow it - the effect will refuse to function altogether.
|-
|-
|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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|}
|}


 
{{Languages|Magic_Effect}}
[[Category:Magic]]
[[Category:Magic]]
[[Category:Object Classes]]
[[Category:Object Classes]]
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