Difference between revisions of "Spell"

1,556 bytes added ,  13:30, 5 February 2023
I seem to have found an engine limitation. This is what I have observed.
imported>RobinHood70
(→‎Notes: Update note based on a bit more data)
(I seem to have found an engine limitation. This is what I have observed.)
 
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[[Spell|Spells]] are the most common means of using or applying [[Magic Effects]]. Spells include actual Spells, Powers, [[Shout]] effects, [[Perk]] effects, Diseases, and Poisons.
[[Spell|Spells]] are the most common means of using or applying [[Magic Effects]]. Spells include actual Spells, Powers, [[Shout]] effects, [[Perk]] effects, Diseases, and Poisons.


[[File:SpellWindow.png]]


==Spell Dialog==
==Spell Dialog==
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** '''Lesser Powers''' are classified as Powers in the Magic Menu, and can be used multiple times a day, such as the Khajiit's Nighteye Power.
** '''Lesser Powers''' are classified as Powers in the Magic Menu, and can be used multiple times a day, such as the Khajiit's Nighteye Power.
** '''Poison''' represents poisons the player can use or acquire. Poison Resistance offers protection from these spells.
** '''Poison''' represents poisons the player can use or acquire. Poison Resistance offers protection from these spells.
** '''Powers''' can be used by the player once per day and show up in a separate section of the magic menu.
** '''Spell''' represents standard spells. These will be sorted by school in the Magic Menu.
** '''Spell''' represents standard spells. These will be sorted by school in the Magic Menu.
** '''Voice Power''' represents the spell effect of a [[Shout]].
** '''Voice Power''' represents the spell effect of a [[Shout]].
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** For Powers and Shouts, this should be ''Voice''.
** For Powers and Shouts, this should be ''Voice''.
** Enemy spells sometimes restrict which hand a spell can be equipped to. For example, Draugr can only use spells with an equip type of LeftHand-- they will never consider equipping a spell with any other equip type, even EitherHand spells.
** Enemy spells sometimes restrict which hand a spell can be equipped to. For example, Draugr can only use spells with an equip type of LeftHand-- they will never consider equipping a spell with any other equip type, even EitherHand spells.
* '''Casting Perk:''' The Perk (if any) that reduces the cost of this spell.
* '''Casting Perk:''' The Perk (if any) that reduces the cost of this spell. Note that setting this doesn't do anything on its own beyond setting the [[SpellHasCastingPerk]] function. You need to set up a ''"Mod Spell Cost, Multiply Value, 0.5"'' entry checking the SpellHasCastingPerk condition in the respective Perk (as is done with the vanilla spell cost reduction perks).
* '''Range:''' The maximum range of this spell, in feet.
* '''Range:''' The maximum range of this spell, in feet.
* '''Disallow Spell Absorb/Reflect:''' Not used.
* '''Disallow Spell Absorb/Reflect:''' Prevents the spell from being absorbed by actors with spell absorption greater than 0%.
* '''Ignore Resistance:''' Whether this spell should ignore any applicable Resistances the target might have.
* '''Ignore Resistance:''' Whether this spell should ignore any applicable Resistances the target might have.
* '''Area Effect Ignores LOS:''' By default, spells only affect targets the caster has line of sight to. If checked, the line of sight requirement will be ignored. Targets behind walls and other obstacles remain unaffected. This should be checked for area effect spells centred on the caster, otherwise the spell may not correctly hit targets behind the caster.
* '''Area Effect Ignores LOS:''' By default, spells can only affect targets that the caster has a line of sight to; line of sight in this context simply means that there is a sufficiently unobstructed line between the caster and the target in '''any''' direction (this includes targets that are behind the caster, for instance). If this option is checked, the line of sight requirement will be ignored, allowing this spell's effects to affect any targets that are in range regardless of any obstacles (trees, walls, people, etc) that would otherwise obstruct the line of sight between a target and the caster.
* '''PC Start Spell:''' Not used. Player starting spells are set on the Preset [[:Category:Actor|Actors]].
* '''PC Start Spell:''' Not used. Player starting spells are set on the Preset [[:Category:Actor|Actors]].
* '''No Dual Cast Modifications:''' If checked, dualcasting this spell does not add to its cost, magnitude, or duration.
* '''No Dual Cast Modifications:''' If checked, dualcasting this spell does not add to its cost, magnitude, or duration.
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====Effects====
====Effects====
* '''[[Effect Item|Effect List]]:''' The list of effects that occur when the spell is cast.
* '''[[Effect Item|Effect List]]:''' The list of effects that occur when the spell is cast.
**There appears to be a limit of 15 effects to a spell's effects list. If more than 15 effects are attached to a single spell, the 16th effect onwards may fail to apply regardless of whatever conditions for its application return true. (Currently testing, but appears to be the case...)
* '''Auto Calculate:'''
* '''Auto Calculate:'''
** If checked, the spell's charge time and cost will be automatically calculated based on the effect(s).
** If checked, the spell's charge time and cost will be automatically calculated based on the effect(s).
*** Calculated charge time is the greatest number between all effects in the list.
*** Calculated charge time is the greatest number between all effects in the list, ''including effects which will not be included because their conditions are not met''.
** If unchecked, these values can be set manually.
** If unchecked, these values can be set manually.


====Notes====
====Notes====
* If '''Auto Calculate''' is checked, then the '''Area''' field in the spell's Magic Effects in the Effect List will be grayed out (even if the Magic Effect does indeed have an area specified and does not have '''No Area''' checked). In the grayed out field is the correct area inherited from the Magic Effect, but when you Ok out of the Effect List, the area will get set to 0. Saving in this state does cause the spell to have an area of 0. To prevent this, either disable '''Auto Calculate''' or simply open and close the Spell dialog before saving. Be careful, you ''can'' unintentionally modify vanilla spells due to this.
* If '''Auto Calculate''' is checked, then the '''Area''' field in the spell's Magic Effects in the Effect List will be grayed out (even if the Magic Effect does indeed have an area specified and does not have '''No Area''' checked). In the grayed out field is the correct area inherited from the Magic Effect, but when you Ok out of the Effect List, the area will get set to 0. Saving in this state does cause the spell to have an area of 0. To prevent this, either disable '''Auto Calculate''' or simply open and close the Spell dialog before saving. Be careful, you ''can'' unintentionally modify vanilla spells due to this.
* Disabling '''Auto Calculate''' in order to manually set a magicka cost is not a good substitute for specifying a magicka cost in the Magic Effect, unless the spell is not meant to be used by the player. This is because experience gain depends on the '''Base Cost''' of the spell's Magic Effect, multiplied by its '''Skill Usage Mult'''. If the magicka cost is off to such a degree that you want to enter a sensible value manually, the experience gain will most likely also be off.
* The spell cost for spells with '''Auto Calculate''' enabled is calculated at load-time, based only on the mods loaded up to that point. This means that if you modify the Base Cost of a Magic Effect for a spell that's not present in your mod (e.g., if you're modifying a built-in spell), it will have no effect. A spell in the same or a later-loading mod, however, will use the new Base Cost as part of its calculations. This may mean that you have to create a dirty mod in order for built-in spells' costs to be changed. It also means that there are some "gotchas", like Flames becoming inordinately more expensive if a modification to the spell is loaded after Dragonborn.esm is.
* The spell cost for spells with '''Auto Calculate''' turned on is calculated at load-time, based only on the mods loaded up to that point. This means that if you modify the Base Cost of a Magic Effect for a spell that's not present in your mod (e.g., if you're modifying a built-in spell), it will have no effect. A spell in the same or a later-loading mod, however, will use the new Base Cost as part of its calculations. This may mean that you have to create a dirty mod in order for built-in spells' costs to be changed. It also means that there are some "gotchas", like Flames becoming inordinately more expensive if a modification to the spell is loaded after Dragonborn.esm is.
* Disabling '''Auto Calculate''' in order to manually set a magicka cost is not a good substitute for specifying a magicka cost in the Magic Effect, unless the spell is not meant to be used by the player. This is because experience gain depends on the '''Base Cost''' of the spell's Magic Effect, multiplied by its '''Skill Usage Mult'''. If the magicka cost is off to such a degree that you want to enter a sensible value manually, the experience gain will most likely also be off. Even when auto calculate is disabled, only magic effects with a non-zero Base Cost will count for experience gain (though the specific amount is irrelevant in the calculation). If the Base Cost is zero for an effect, the experience gain will be as well. One in-game example of this is Storm Thrall, which gives 4800 experience normally, but drops to 0 with Elemental Potency because SummonStormThrallPotent's Base Cost is 0.


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