jquinn914 Posted July 13, 2017 Share Posted July 13, 2017 How can this be done? Link to comment Share on other sites More sharing options...
TheWormpie Posted July 15, 2017 Share Posted July 15, 2017 I'd make two different spells, one with self delivery and one aimed, then add a script to the aimed one which fires the self-delivery spell via the Cast() function. Link to comment Share on other sites More sharing options...
dlwngjs122 Posted February 22, 2019 Share Posted February 22, 2019 Spell Property AAAdummyspell001 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) AAAdummyspell001.cast(akCaster) EndEvent This is what I tried. AAAdummyspell001 is self delivery spell I made for my aimed spell. The script saved fine, but didn't do anything ingame. Anyone see the problem.? Link to comment Share on other sites More sharing options...
xWilburCobbx Posted February 22, 2019 Share Posted February 22, 2019 (edited) Spell Property AAAdummyspell001 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) AAAdummyspell001.cast(akCaster) EndEvent This is what I tried. AAAdummyspell001 is self delivery spell I made for my aimed spell. The script saved fine, but didn't do anything ingame. Anyone see the problem.?I think this is because cast() only works for aimed spells. Or perhaps you need to specify a target, so the spell wont just cast in a random direction. AAAdummyspell001.cast(akTarget, akCaster) If this magic effect you want to apply to the player is set to constant, self delivery, and it's assigned to a spell that's an ability. Use this: Scriptname WC_AddSpell extends activemagiceffect {Adds the spell to who ever casts this one.} Spell Property SpellToAdd Auto {The spell to add.} Event OnEffectStart(Actor akTarget, Actor akCaster) akCaster.AddSpell(SpellToAdd) ;If the spell is an ability, it will instantly begin. Otherwise it will just add it to their list of spells. EndEvent If for some reason this still isn't working, then replace akCaster with Game.GetPlayer(). Just remember to not let other NPCs use it, for it will only act on the player. Edited February 22, 2019 by smashballsx88 Link to comment Share on other sites More sharing options...
dlwngjs122 Posted February 23, 2019 Share Posted February 23, 2019 Scriptname AAAnewscript001 extends activemagiceffect Spell Property AAAdummyspell001 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddSpell(AAAdummyspell001)EndEvent This is what I tried after the akCaster didn't work. I set the dummymagiceffect to constant,self, and set the dummyspell to ability, but still in the game when I cast the fireblast no magic effect occurs.. no dummymagiceffects, no dummyspells, The script saved fine, but I don't understand why the magic effect doesn't occur. The script is made in the magic effect of fireblast, and it's correct right? Link to comment Share on other sites More sharing options...
xWilburCobbx Posted February 23, 2019 Share Posted February 23, 2019 (edited) Scriptname AAAnewscript001 extends activemagiceffect Spell Property AAAdummyspell001 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddSpell(AAAdummyspell001)EndEvent This is what I tried after the akCaster didn't work. I set the dummymagiceffect to constant,self, and set the dummyspell to ability, but still in the game when I cast the fireblast no magic effect occurs.. no dummymagiceffects, no dummyspells, The script saved fine, but I don't understand why the magic effect doesn't occur. The script is made in the magic effect of fireblast, and it's correct right?I am probably gonna need some more information. An ability still needs a duration, or you need to disable it's duration in the magic effect settings, that's all I can think of off the top of my head. Also, put down some traces and perform multiple tests. Using trace messages in your script will print them in the papyrus logs, this way you can see if the effect actually starts or ends, or whatever you need to check. Edited February 23, 2019 by smashballsx88 Link to comment Share on other sites More sharing options...
dlwngjs122 Posted February 23, 2019 Share Posted February 23, 2019 I also tried at self spell, but still didn't work as same as the aimed spell. That means the script is not well applied. But thanks for the effort anyway ;) Link to comment Share on other sites More sharing options...
dlwngjs122 Posted February 23, 2019 Share Posted February 23, 2019 I figured it out. FINALLY DONE!!! The problem was Edit Property!! At the magic effect script I had to right click my script and edit property to link the written spell to the real spell in the data file!!! Thank you!!!! Link to comment Share on other sites More sharing options...
xWilburCobbx Posted February 23, 2019 Share Posted February 23, 2019 (edited) I also tried at self spell, but still didn't work as same as the aimed spell. That means the script is not well applied. But thanks for the effort anyway :wink:Well, not only did I get both versions of the script to work, I even have something that is similar to what you are doing. The script isn't the issue, it's something about the Magic Effect or Spell's settings causing it to not function. I would visit the wiki and read up on how magic effects work, and how the Archetypes interact with their spell settings. EDIT - Oh ... I am glad you figured it out, lol. Edited February 23, 2019 by smashballsx88 Link to comment Share on other sites More sharing options...
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