Difference between revisions of "Magic Effect"

2,843 bytes added ,  20:26, 2 October 2023
→‎Keywords: small additional clarification
imported>Arthmoor
(→‎Base Data: Added information for the 2nd AV Weight field.)
(→‎Keywords: small additional clarification)
 
(30 intermediate revisions by 11 users not shown)
Line 21: Line 21:
** All of the effects on a [[Spell]] or [[Enchantment]] must have the same delivery 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. This value also governs which level the spell will display as in the user interface. E.g. A value of 25 will display spells using this effect as Apprentice in the magic interface.
*'''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.
*'''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. 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.
*'''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====
Line 54: Line 54:
*'''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:''' This appears to prevent magic effect keywords from being applied more than once to a target. [http://forums.bethsoft.com/topic/1466004-observation-no-recast-me-keyword-applied-again/ Source].
*'''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.
Line 64: Line 64:
*'''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, nor will this effect's description be displayed in the spell's concatenated spell-effect description.
*'''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.


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.
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. 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====
Line 74: Line 79:


====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.  
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.


For Fire and Forget effects:
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.
Note that if you put these into the Magic Effect editor, they will be checked only once, on cast, and in the order the effects are added to a spell.


But if you add an Effect to a spell, and add the condition there, it will be checked every second if the duration is longer than instant.
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 an effect that doesn't stick 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.
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====
Line 91: Line 95:
*'''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.
Line 100: Line 104:


====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. 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.
*'''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.


Line 109: Line 113:


====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====
Line 125: Line 129:
* 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'''>'''.
** 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'''>'''.
Line 167: Line 172:
|-
|-
|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. 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.
|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
Line 196: Line 201:
|Demoralize
|Demoralize
|
|
|Lowers the Confidence of a target up to level <MAG> to minimum.
|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
Line 228: Line 233:
|Frenzy
|Frenzy
|
|
|Maxes the Aggression of a target up to level <MAG>.
|Maxes the [[Aggression]] of a target up to level <MAG>.
|-
|-
|Grab Actor
|Grab Actor
Line 244: Line 249:
|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
Line 252: Line 257:
|Open
|Open
|
|
|Unlocks the target. See Lock.
|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
Line 259: Line 264:
|-
|-
|Peak Value Modifier
|Peak Value Modifier
|1: The 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
|
|
|Maxes the Confidence of a target up to level <MAG>.
|Maxes the [[Confidence]] of a target up to level <MAG>.
|-
|-
|[[Reanimate]]
|[[Reanimate]]
Line 285: Line 290:
|1: The Hazard to spawn.
|1: The Hazard to spawn.
|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).
|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
Line 304: Line 310:
|Turn Undead
|Turn Undead
|
|
|Causes the target to flee from the caster. Appears to be the same as Demoralize.
|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
56

edits