Difference between revisions of "Magic Effect"

1,540 bytes added ,  05:36, 1 May 2015
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imported>Egocarib
imported>Enai Siaion
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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 delivery type.
** All of the effects on a [[Spell]] or [[Enchantment]] must have the same delivery type.
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====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. 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.
*'''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.
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*'''No Magnitude:''' The effect does not use the Magnitude field.
*'''No Magnitude:''' The effect does not use the Magnitude field.
*'''No Area:''' The effect does not use the Area field.
*'''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 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, 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.
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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: WardPower
|1: WardPower
|Linked to ward charging mechanic.
|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
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|Demoralize
|Demoralize
|
|
|Targets up to level <MAG> flee.
|Lowers the Confidence of a target up to level <MAG> to minimum.
|-
|-
|Detect Life
|Detect Life
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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
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|Frenzy
|Frenzy
|
|
|Causes the targets to be frenzied, attacking randomly.
|Maxes the Aggression of a target up to level <MAG>.
|-
|-
|Grab Actor
|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. Does not seem to work when cast by the player with God Mode on.
|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
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|Invisibility
|Invisibility
|
|
|Causes the target to become invisible. This effect is automatically dispelled when the invisibility is broken.
|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
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|Lock
|Lock
|
|
|Locks the target. Note: it is actually impossible to target objects, making this archetype more or less useless.
|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
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|Paralysis
|Paralysis
|
|
|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.
|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
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|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).
|-
|-
|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
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|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
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