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[LE] Tripping, paralysis, and fear; applying these to a lesser elemental wall spell.


Dimitian

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Hello,

 

I've been trying to figure out how to create custom spells, and I think I've got an idea of how to do it for basic stuff, but I'm still unable to figure out how to do the spells that I want to get done.

 

Specifically, I have in mind some lesser Elemental Wall Spells; ones that leave an elemental trail, but not a trail as pronounced as the vanilla Wall Spells. For example, the lesser frost Wall Spell would look and cast like Frostbite, and leave only as much frost on the ground as Frostbite, but the frost effect would stay on the ground for longer. How would I get that done?

 

And, for the effect these lesser Wall Spells have - fire/fear, frost/tripping, shock/paralysis - how would I get these to occur, and how to make it a chance effect, rather than a constant?

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For fear and paralysis there are examples from the base game you can look at. The weapon enchantment effect for paralysis is applied based on a percentage chance and you would use basically the same method for fear. For tripping you presumably want the target to ragdoll, yes? If so then you should use a script with the PushActorAway function with a very small magnitude. The whole script would look something like this:

Scriptname RagDollEffectScript extends ActiveMagicEffect  

event OnEffectStart(Actor akTarget, Actor akCaster)
	akCaster.PushActorAway(akTarget, 1.0)
endEvent
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