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Can anyone explain how enchantments work?


NanakoMagojiro

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Hi everyone. I'm playing around with custom enchantments. specifically, i'm trying to create a weapon that boosts armor rating and block skill. but i want to learn more about how this actually works.

 

So to start with, i'm looking down the assets list til i find an enchanted shield with block fortify on it. It's enchantment is listed as EnchArmorFortifyBlock01

 

As far as i can see from this system so far, it seems an item can only have one "enchantment" on it.

 

so i find this enchantment in the lists, and how it works at this point seems pretty self explanatory. an enchantment has an arbitrary number of "Effects" on it, describing its properties. This particular enchantment only has one effect, which is EnchFortifyBlockConstantSelf. there's an option to set it's magnitude in there, at the enchantment level. So now i know that the magnitude of an effect is an instance-specific property of that effect.

 

I next go to find the asset for the mentioned effect, and this is where i don't get it:

 

The effect has an Effect Archetype of Peak Value Modifier. i'm guessing that means it modifies a value. it's casting type is Constant Effect, delivery is self. But the part i don't get is the pair of fields marked Assoc Item.

 

Assoc Item 1 is marked BlockMod so i guess this must be the part where the actual value which this effect changes, is assigned. However i can't seem to find a definition or entry for blockMod at all. So i'm not quite clear on how this aspect works, or how/if i can define new association types.

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Hi everyone. I'm playing around with custom enchantments. specifically, i'm trying to create a weapon that boosts armor rating and block skill. but i want to learn more about how this actually works.

 

So to start with, i'm looking down the assets list til i find an enchanted shield with block fortify on it. It's enchantment is listed as EnchArmorFortifyBlock01

 

As far as i can see from this system so far, it seems an item can only have one "enchantment" on it.

 

so i find this enchantment in the lists, and how it works at this point seems pretty self explanatory. an enchantment has an arbitrary number of "Effects" on it, describing its properties. This particular enchantment only has one effect, which is EnchFortifyBlockConstantSelf. there's an option to set it's magnitude in there, at the enchantment level. So now i know that the magnitude of an effect is an instance-specific property of that effect.

 

I next go to find the asset for the mentioned effect, and this is where i don't get it:

 

The effect has an Effect Archetype of Peak Value Modifier. i'm guessing that means it modifies a value. it's casting type is Constant Effect, delivery is self. But the part i don't get is the pair of fields marked Assoc Item.

 

Assoc Item 1 is marked BlockMod so i guess this must be the part where the actual value which this effect changes, is assigned. However i can't seem to find a definition or entry for blockMod at all. So i'm not quite clear on how this aspect works, or how/if i can define new association types.

Blockmod basically implies that it will change the effectiveness of the caster/user's blocking capability. Now, the magnitude will almost always dictate how effective an enchantment is. In this case, the magnitude corresponds to the % more damage that your shield will block. so if you set the magnitude to 20, then your enchanted shield will block 20% more damage. The magnitude expressed in the enchantment window is basically the value modifier for blockmod.

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Ok right now i'm trying to figure out how to add self-effects to a weapon, i'm not having much luck.

 

Can anyone explain roughly how i might give a weapon a constant self bonus to.. health, for instance? The effect for that, or anything like it, is simply missing from the enchantment. :( and missing from the add effects menu

Edited by NanakoMagojiro
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Enchants on armor/clothing/jewelry apply to the person wearing them. Enchants on weapons apply to the person getting hit by them. Although I suppose you could try scripting a weapon to give an ability/perk to the person equipped with it, and take it away when unequipped.
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so i can't make a weapon enchant it's holder without a script ? :(

 

i have a sword setup right now with a Constant effect self targeting stat buff, but it isn't working at all still >.<

 

any idea how i'd go about adding a spell effect to the wearer by script?

Pretty simple, you has to make your effect into an ability so it don't time out.

then you use onequip function to add the ability to the one equipping the weapon with characterref.addspell and remove it on unequip.

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