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Making a Custom Spell


Mattiewagg

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Alright. I'm looking to make a custom spell as a reward for one of the quests in my WIP mod. Now I'm not all that great at spells - almost a novice, I can certainly do scripting. So how would a create a spell like this:

 

 

 

Alright we're going to go with Fortress of Fire. If you've got a better name post it.

It erects a wall of fire around the caster that does increasing damage the longer it's up, but also drains your magicka at an increased rate the longer the spell is held.

 

So I'd like to create the wall of fire, which I imagine would use the preexisting Wall of Flames spell as a base. However, I'd like the damage of the flames to begin at 40, and then every 5 seconds the damage would increase by 5. However, the rate at which magicka is drained from the caster would also be increased by 10 every 5 seconds, to balance it out. I imagine this would involve a script that RegistersForSingleUpdate every 5 seconds, and then changes the magnitude and cost, but I'm not sure how to do the latter part of it. If there's a way to do this without any scripting, that would be far better, but I imagine not.

 

So can you help? I'd prefer if you didn't skip through the creating the actual spell part, though it can certainly be skimmed through.

 

Basically, all I have right now is a duplicate of the WallOfFlames spell, with my own ID (IQ01RuneSpell) and name (Fortress of Flames - please help me think of a better one). I need help on where to go from there. You can PM me if you would prefer to, but I'd really like some help.

Edited by Matthiaswagg
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I'm kind of doing something similar in regards to manipulating damage magnitude on spells on the fly using global values. You would need to make two magic effects: one to do damage to health and another to do damage to magicka. You would then create 2 global variables, healthGV and magickaGV and set them at 0. Then you'd make a spell and add a bunch of the health and magicka magic effects, each with different magnitudes. Then under the conditions for each magic effect (on the spell), you would put in a condition so that it only runs at that magnitude when your global value is a certain number. You would then use a script to increase the value of the global values every 5 seconds.

 

I have absolutely no idea if this would work though, but thought I'd throw the idea out there.

Edited by lesi123
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I'm kind of doing something similar in regards to manipulating damage magnitude on spells on the fly using global values. You would need to make two magic effects: one to do damage to health and another to do damage to magicka. You would then create 2 global variables, healthGV and magickaGV and set them at 0. Then you'd make a spell and add a bunch of the health and magicka magic effects, each with different magnitudes. Then under the conditions for each magic effect, you would put in a condition so that it only runs at that magnitude when your global value is a certain number. You would then use a script to set the value of the global values every 5 seconds.

 

I have absolutely no idea if this would work though.

 

I feel like there must be a more efficient way, though. I mean, to set the magnitude and damage, there should be a property of some sort... Right?

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