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Priority of effect


westernnomad

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Is there a spellmaking mod to help you choose effect priority? I'm not a modder, so I don't know if it's even possible.

 

What I mean is this: Let's say I use the Chironasium to enchant a bow to do 3 effects - Dispel, weakness to shock, shock damage.

As it is now, dispel cancels out the other 2 effects, when I want it to dispel any shock shields or other resistance buffs on the target - then further weaken their shock resistance - then shock them.

 

The priorities should be top-down in the list as you craft the spell.

 

More examples:

Create a spell that paralyzes and decays armor, but I want the spell to register as an illusion spell instead of destruction for the purposes of advancing the skill level of the preferred magic type.

It would be crafted in this order:

Paralyze; 10m; 2 seconds; on touch

Decay; 10m; 15 points; 4 seconds; on touch

It would show as a paralysis spell in your spell list. Switching the order of effect would make it a destruction spell.

 

Create an area of effect destruction magic spell of Ice and shock.

If I craft the spell in this order:

--Shock Damage; 10 m; 10 points; 2 seconds; on target

--Frost Damage; 10 m; 10 points; 2 seconds; on target

You'll get a focused lightning bolt that explodes shock and frost damage on impact. It shows as a shock damage spell in your spell list.

Craft the spell in this order:

--Frost Damage; ...

--Shock Damage; ...

Will give you a frost storm that will also shock everything in a 10 meter column in front of you. It would show as a frost damage spell in the spell list.

 

EDIT: I should've posted this in Mod Requests, sorry...

Edited by westernnomad
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You can already do this. When spellmaking simply make sure the effect you want to be the "visible" one is the biggest effect (so in that shock-frost spell you mention simply make the shock effect takes 11 damage instead of 10 and it should work as intended). The problem is with those multiple effects that could affect each other. IIRC all they take effect the same frame after they hit the target, so an instant fire damage plus fire weakness doesn't work (well, it works, but it doesn't make the fire damage increases). btw I'm not sure if in the same spell you set fire damage to have a duration, fire damage taken in consecutive seconds is increased or not due to the weakness. The only way I can came up now to ensure it behaves that way is to create custom scripted spells, so when they're casted they take effect lets say as a dispell effect, and then the next frame the script forces the other effects. Btw it should be done manually for each spell.
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