Karnaj Posted March 10, 2010 Share Posted March 10, 2010 Ok, before I start let me just state that I did NOT write this script. This is Eldalars script from his Changed Atronach Birthsign Mod that I have modified to fit what I am trying to accomplish. I think this is working correctly. It is supposed to apply the current spell I have active to a poison via another script. This script should then apply that poison to my weapon if no other poison is active, and add the effects of the "magic poison" to any existing poison if there is one applied to the equipped weapon. Here is the script... ref poisonref Scriptreflong poisoncountlong counter short switch begin ScriptEffectUpdate set poison to player.GetEquippedWeaponPoison if(poison != aaCurrentPoison) if(poison) set poisoncount to GetMagicItemEffectCount poison set counter to 0 set switch to 0 label 1 set Scriptref to GetNthEffectItemScript poison counter if(Scriptref== aaInfusionCostEffect) set switch to 1 endif set counter to counter +1 if(counter < poisoncount) goto 1 endif if( switch == 0) CopyAllEffectItems aaCurrentPoison poison endif else player.SetEquippedWeaponPoison aaCurrentPoison endif endifend Like I said I think it is working fine as enemies say they resist the fire effect of my active fire spell. The problem I have is I would like to add the visual effect of any active spell to the "hit" on the enemy. Burst of flames, shock aura, etc etc. Is this possible and how can it be done? Also, if anyone sees a problem with the way I have altered the script please let me know, with possible fixes if possible. Thank you all. Link to comment Share on other sites More sharing options...
kieranfoy Posted March 11, 2010 Share Posted March 11, 2010 Add a scripted effect to the poison, I suppose. SCN aapoisonflare ref target begin scripteffectstart target.pms *shadername* end Something like that. Link to comment Share on other sites More sharing options...
Karnaj Posted March 20, 2010 Author Share Posted March 20, 2010 Awesome. This has helped me immensely Kieranfoy. I do have one more question though. How do I get the Visual Shader Effect from my current spell to use with the script you have laid out. I would like to have the visual effect change with the spell as the spell changes. Setting the pms to a specific shader would not allow this. If there is a way to have the pms set to the current spell loaded by the character I would appreciate a little help on knowing how. Edit : Also would PreloadMagicEffect work? Reference it to the poison? I just don't know how to get the EffectID of the spell that is loaded. Link to comment Share on other sites More sharing options...
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