Ah. Thank you all very much.
I think now I get the mechanics of calling properties between scripts
It's really just a matter of "OtherScriptCall.RetrievedProperty right"?
Previous inclusion of the other script as a property itself ofc ("OtherScript'sRealName Property OtherScriptCall Auto")
Curiously, I've been calling functions just like that for a while, but functions use the () on their name so I didn't know the name was enough to get the property
Well, the compiling worked
Did the the swap thing, so now the magic effect fills the property on the object reference script instead
Found myself with another issue though
The magic effect I was using is strange since it's delivery is "target location" instead of an NPC or something, also the casting is type "Voice"
As a consequence, it generates no events
Been struggling with such thing for a while, I'm just finding out "OnEffectStart" needs to always hit something to exist
Some other issues I had with it relate to wanting a spell to generate a script effect even if the projectile hit no one.
As this thing itself proves, a placed object/explosion can call scripts from the ground, but I still have no idea how to make it know who the caster of the spell that placed them was.
Edited by Myst42, 08 November 2018 - 10:56 PM.