Jump to content

How do we clear s spell effect from player.


tonycubed2

Recommended Posts

I am finishing a mini mod where vampire payers equip a ring and it protects them from sunlight. Works fine, trying to give player the twilight movie effect so they glow in sunlight. I am using the godly people spell that when given makes the player or npc glow. But when the ring is taken off I remove the spell but the effect remains forever! Someone mentioned a console command to clear the alpha channel? But I see no papyrus command...
Link to comment
Share on other sites

DizzasterJuice, thanks, but that does not apply to this one. :-(

 

Its a magic effect and does not appear as an option under spacemodifier. It is not a space modifier....

Link to comment
Share on other sites

the command dispel should do the trick, but I get a "dispel is not a function or does not exist"

 

 

Event OnUnequipped(Actor akActor)
FirstDayWalker = DayWalkerStage.GetValueInt()
DayWalkerOn.SetValueInt(0)
Player = Game.GetPlayer()
Player.RemoveSpell(twinkle)
AbFXSovengardeGlow.Dispel()
If firstdaywalker == 0
;alldone
Player.RemoveSpell(twinkle)
elseif firstdaywalker == 1
Player.RemoveSpell(twinkle)
Player.RemoveSpell(VampireSunDamage02)
Player.RemoveSpell(VampireSunDamage03)
Player.RemoveSpell(VampireSunDamage04)
Player.AddSpell(VampireSunDamage01) 
;Debug.MessageBox("Daywalker Off")
elseif firstdaywalker == 2
Player.RemoveSpell(twinkle)
Player.RemoveSpell(VampireSunDamage01)
Player.RemoveSpell(VampireSunDamage03)
Player.RemoveSpell(VampireSunDamage04)
Player.AddSpell(VampireSunDamage02) 
ElseIf firstdaywalker == 3
Player.RemoveSpell(twinkle)
Player.RemoveSpell(VampireSunDamage01)
Player.RemoveSpell(VampireSunDamage02)
Player.RemoveSpell(VampireSunDamage04)
Player.AddSpell(VampireSunDamage03) 
ElseIf firstdaywalker == 4
Player.RemoveSpell(twinkle)
Player.RemoveSpell(VampireSunDamage01)
Player.RemoveSpell(VampireSunDamage02)
Player.RemoveSpell(VampireSunDamage03)
Player.AddSpell(VampireSunDamage04) 
EndIf
EndEvent

Link to comment
Share on other sites

Hi,

 

The name of the spell is: AbFXSovengardeGlow

 

Seems to be special purpose. Just giving the spell to the player causes him to glow. No need to cast it.

Link to comment
Share on other sites

Ok so you open the AbFXSovengardeGlow then double click on the Sovengarde effect then it opens another window. Under conditions right click and select new, then in conditions you enter the function "GetEquipped" and the button that says 'INVALID" select the name of your ring. I think the Run on should be "Target". If target doesn't work make a new reference to player and Run on "Reference" (or make a new alias player and run on alias). Now it will only run if the ring is equipped. Rename the spell so it won't mess up the original spell and use the renamed spell.

Edit: almost forgot you need to rename the effect too and use the renamed effect.

 

Edit: now that I'm thinking about it...I think you're right in that it would have to be turned off with script. Too tired to think right now....lol

Edited by DizzasterJuice
Link to comment
Share on other sites

Lol! I understand, and I appreciate your ideas. That spell was created to make the people of that town appear Godly and holy. The effect is not meant to wear off. Even when I remove the spell the effect stays. Ths is unlike the vampire sun damage spells, that activate and deactivate as you add and remove them from the player.
Link to comment
Share on other sites

Lol! I understand, and I appreciate your ideas. That spell was created to make the people of that town appear Godly and holy. The effect is not meant to wear off. Even when I remove the spell the effect stays. Ths is unlike the vampire sun damage spells, that activate and deactivate as you add and remove them from the player.

 

Wow, I just read what I wrote last night....lmao. That would work though if there was a way to run the condition check at item removal.

Anyway, yeah the vampire sun damage is an ImageSpaceModifier which can be turned on and off but the Sovengarde Glow is and effect shader which can only be a timed effect. You could set it for 12 hrs game time...heheh.

Edited by DizzasterJuice
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...