Dimitian Posted January 3, 2017 Share Posted January 3, 2017 I'm trying to make the first spell in a blood magic pack. Spells cannot charge with anything but MP, so I'm doing it like the Equilibrium spell; damage player's health on cast. Problem is, how would I do that for a fire and forget spell? How to make the spell fire, and then damage you for a set amount. Link to comment Share on other sites More sharing options...
xcafe Posted January 5, 2017 Share Posted January 5, 2017 (edited) Add a script to the magic effect with this in it: Actor Property PlayerRef Auto Event OnEffectStart(actor akcaster, actor aktarget) PlayrRef.ModActorValue("Health", ***) EndEvent And just replace *** with however much health you want to take away. :happy: Edited January 5, 2017 by xcafe Link to comment Share on other sites More sharing options...
FrankFamily Posted January 5, 2017 Share Posted January 5, 2017 DamageActorValue instead, mod is for the maximum value.http://www.creationkit.com/index.php?title=DamageActorValue_-_Actor Still i think that would only make the cost effective if you hit a target, if you miss it's free. Link to comment Share on other sites More sharing options...
xcafe Posted January 5, 2017 Share Posted January 5, 2017 Oh yeah, you're right, hmm...Oh, I know! Have the actual spell you're casting be a fire/forget on self, and then just fill out and attach this script to it! Scriptname ExampleScript extends ActiveMagicEffect Actor Property PlayerRef Auto Spell Property SpellToCast Auto Event OnEffectStart(actor akcaster, actor aktarget) PlayerRef.DamageActorValue("Health", -***) SpellToCast.Cast(PlayerRef) EndEvent This should probably work! Link to comment Share on other sites More sharing options...
lofgren Posted January 5, 2017 Share Posted January 5, 2017 Except the spell won't know where to target. Maybe you could use an OnSpellCast block on a player alias. Link to comment Share on other sites More sharing options...
xcafe Posted January 5, 2017 Share Posted January 5, 2017 The cast function casts the spell in a straight line in whatever direction the caster is facing...you know...like casting a spell manually. Link to comment Share on other sites More sharing options...
Dimitian Posted January 6, 2017 Author Share Posted January 6, 2017 Oh yeah, you're right, hmm...Oh, I know! Have the actual spell you're casting be a fire/forget on self, and then just fill out and attach this script to it! Scriptname ExampleScript extends ActiveMagicEffect Actor Property PlayerRef Auto Spell Property SpellToCast Auto Event OnEffectStart(actor akcaster, actor aktarget) PlayerRef.DamageActorValue("Health", -***) SpellToCast.Cast(PlayerRef) EndEvent This should probably work! When you say 'fill out', do you mean just add some numbers to the PlayerRef.DamageActorValue("Health", -***) part? Link to comment Share on other sites More sharing options...
xcafe Posted January 6, 2017 Share Posted January 6, 2017 Well that and fill like the properties. When you attach the script to the spell, click on the script and hit the 'properties' button, and then select what spell you want this spell to cast (aka the fire/forget spell that you're actually trying to cast) and then hit autofill on the actor property. Link to comment Share on other sites More sharing options...
Elias555 Posted January 7, 2017 Share Posted January 7, 2017 An old version of EnaiSaions doomstone mod had a lesser power that would allow the player to use health instead of magicka. You could take a look at that. Iirc, it was for the atronach stone. Link to comment Share on other sites More sharing options...
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