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How can I (with ck or tes5edit) make a spell add magic rate damage to self?


yudhi108

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I want to make a very powerful spell, but I want it to cost a lot of mana (I know how to edit spell cost) and also make it so that the players magic will not regenerate for 10-20 seconds after casting the spell. Can anyone tell me how to add the effect of the players magic not regenerating for a specified time to a spell cost?

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Depending on what type of spell whether it's aimed/target loc/self tye answer can vary.

 

If your spell is anything besides a self cast, you'll have to make a script to apply another spell for your requeted time, and then remove it when done.

 

I would suggest the script route myself. Start by making the spell that drains magicka on the player in CK. Then make the spell you want that's powerful in CK. Add a script that Oneffectstart adds the debuff spell to the player. Throw in a Utility.Wait() in there with whatever time you want, can even use a variable and define it via property. OnEffectFinish, remove the debuff via script. Compile and save. Define your properties.

 

At that point make a spell tome with your main spell, and determine how you'll acess it in game.

 

If you need reference just check www.creationkit.com and best of luck.

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Depending on what type of spell whether it's aimed/target loc/self tye answer can vary.

 

If your spell is anything besides a self cast, you'll have to make a script to apply another spell for your requeted time, and then remove it when done.

 

I would suggest the script route myself. Start by making the spell that drains magicka on the player in CK. Then make the spell you want that's powerful in CK. Add a script that Oneffectstart adds the debuff spell to the player. Throw in a Utility.Wait() in there with whatever time you want, can even use a variable and define it via property. OnEffectFinish, remove the debuff via script. Compile and save. Define your properties.

 

At that point make a spell tome with your main spell, and determine how you'll acess it in game.

 

If you need reference just check www.creationkit.com and best of luck.

 

 

 

I appreciate your comment. It took me a while to get back to you because I had hit a brick wall lol. All my scripts made sense to me, and I had gotten many to compile, but I couldn't get my effect to work in game. Turns out it's because I was using a aimed self script on a spell that was aimed target. The script thus only fires if a target is hit, rather than it firing when the spell is cast.

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