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Safe way to extend ActiveMagicEffect


847

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I have a mod called Natural magic. It's really cumbersome to add new spells to work and it only supports the spells I've added by hand. I thought maybe I should just extend the base class somehow to fix this and make this mod work with all spells, including from other mods.

What I need is to extend the OnEffectStart event inside the ActiveMagicEffect without changing the scripts in every magic effect.

If I were to change the code of ActiveMagicEffect, I also need to get the level of the effect (Novice, Apprentice, Adept, etc) and the magic school (Restoration, Desctruction, etc). Is it possible?

Edited by 847
Forgot to mention additional requirements
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