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 Post subject: Scripting Spell effects
PostPosted: Sun Sep 23, 2007 4:58 pm 
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Layman
Layman

Joined: Sun Sep 23, 2007 4:53 pm
Posts: 1
Hi, I'm trying to create some custom spell effects, and I am running into serious roadblocks.

What I am trying to do is create a script that reduces the player's health and fatigue to 1 when a certain spell has been cast by the user. This way, I can make really powerful spells, but with a repercussion effect for doing so.

Does anybody know how to do something like this?

Thanks in advance.


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 Post subject:
PostPosted: Sun Oct 28, 2007 1:20 am 
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Associate
Associate

Joined: Sun Oct 28, 2007 12:12 am
Posts: 20
Hi, lol I'm having scripting issues myself so not sure how much help I can be, but it seems to me if the PC is casting the spell, you'd have to write a running script for the PC, which would be along the lines of
if ( PC casts spellname ) ==0
return
endif

if ( PC casts spellname ) ==1
SetStatX->1
SetStatZ->1
endif

I'm sure that's not formatted right and I KNOW it's got the wrong wording, but logically it's a valid argument, and if you can set it up with commands the game recognizes, it should work. Good luck!


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 Post subject:
PostPosted: Mon Oct 29, 2007 1:43 pm 
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Master
Master
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Joined: Wed Nov 15, 2006 6:24 pm
Posts: 1045
Location: SD, USA
I would like to welcome you both to the UESP forums! Unfortunately modding is something I don't know much about. I hope someone here can help you.


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 Post subject:
PostPosted: Tue Oct 30, 2007 4:46 am 
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Journeyman
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Joined: Tue Aug 21, 2007 5:29 am
Posts: 348
Location: Everywhere.
ES Games: I, III, IV
Platform: PC, PS3
UESPoints: 0
Just a thought but if you can get the current health why not have a damage health 1 second effect that does current health -1 damage and the same for the fatigue

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