Difference between revisions of "Talk:Perk Entry Point"

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584 bytes added ,  21:07, 16 July 2015
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imported>Arocide
imported>Darkconsole
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*Apply Reanimate Spell  
*Apply Reanimate Spell  
**If a character has more than one perk with this entry point, only one spell will actually be applied to the target, as far as I can tell. Its usually the spell from the perk that they got first. Of note: this means that any mod that adds a perk using entry point this has the potential override 'Dark Souls'. This could be the case with the other 'Apply ___ Spell' entry points as well, but I haven't tested them --[[User:W Dog|W Dog]] ([[User talk:W Dog|talk]]) 2014-01-03T15:37:28 (EST)
**If a character has more than one perk with this entry point, only one spell will actually be applied to the target, as far as I can tell. Its usually the spell from the perk that they got first. Of note: this means that any mod that adds a perk using entry point this has the potential override 'Dark Souls'. This could be the case with the other 'Apply ___ Spell' entry points as well, but I haven't tested them --[[User:W Dog|W Dog]] ([[User talk:W Dog|talk]]) 2014-01-03T15:37:28 (EST)
*Apply Combat Hit Spell
*Apply Combat Hit Spell
::Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2015-02-22T12:31:11 (EST)
::Maybe I'm doing it wrong, but a script attached to the associated magic effect doesn't seem to fire when used with this perk entry.--[[User:Terra Nova2|Terra Nova2]] ([[User talk:Terra Nova2|talk]]) 2015-02-22T12:31:11 (EST)
:::I noticed that as well I am not sure why it does that, so unless we are both doing it wrong I think it maybe a bug. --[[User:Arocide|Arocide]] ([[User talk:Arocide|talk]]) 2015-04-30T06:39:46 (EDT)
:::I noticed that as well I am not sure why it does that, so unless we are both doing it wrong I think it maybe a bug. --[[User:Arocide|Arocide]] ([[User talk:Arocide|talk]]) 2015-04-30T06:39:46 (EDT)
:::So far it is working fine for me. I created a Constant Effect Ability, OnEffectStart is being applied on first hit, OnHit is being fired on hits after that. --[[User:Darkconsole|Darkconsole]] ([[User talk:Darkconsole|talk]]) 2015-07-16T21:07:43 (EDT)
::It appears to work with Archery however it works in a weird way. In my testing the Spell is instantly applied to the combat target when an arrow is shot rather then when an arrow hits. This can depending on the effect cause an arrow to miss entirely when it should have hit (e.g Paralysis, Slow Effects or Applying Impulse Force). --[[User:Arocide|Arocide]] ([[User talk:Arocide|talk]]) 2015-04-30T06:39:46 (EDT)
::It appears to work with Archery however it works in a weird way. In my testing the Spell is instantly applied to the combat target when an arrow is shot rather then when an arrow hits. This can depending on the effect cause an arrow to miss entirely when it should have hit (e.g Paralysis, Slow Effects or Applying Impulse Force). --[[User:Arocide|Arocide]] ([[User talk:Arocide|talk]]) 2015-04-30T06:39:46 (EDT)
:::yeah that archery thing is a known bug in the game. If you get the paralyze talent at the top of the archery tree, the actor will fall down before the arrow even gets to it, often resulting in a miss at long distances (lolol). --[[User:Darkconsole|Darkconsole]] ([[User talk:Darkconsole|talk]]) 2015-07-16T21:07:43 (EDT)
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