RS13 Posted June 8, 2019 Share Posted June 8, 2019 I am trying to make a duplicate of dawnbreaker that affects the living rather than the undead. I duplicated the spell attached to Dawnbreaker and switched the conditions from targeting undead to targeting living. Now, Dawnbreaker's spell--DA09DawnbreakerBaneOfUndeadSpell--is fired by the following script Scriptname DA09EncDawnbreakerScript extends ActiveMagicEffect Spell Property DA09DawnbreakerBaneOfUndeadSpell Auto Event OnDying(Actor akKiller) Actor TargetActor = GetTargetActor() ; ; debug.trace(self + "OnDeath() casting DA09DawnbreakerBaneOfUndeadSpell from Target Actor:" + TargetActor) DA09DawnbreakerBaneOfUndeadSpell.Cast(TargetActor, None) EndEvent I thought that all I'd need to do is create a script where DA09DawnbreakerBaneOfUndeadSpell is replaced with DA09DawnbreakerBaneOfUndeadSpellDUPLICATE001, but every time I do that the CK fails to compile and gives me a blank list of errors. I have no idea what the problem is. Can somebody explain it to me? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 8, 2019 Share Posted June 8, 2019 Without seeing the compiler error and the script code you are trying to compile, cannot begin to guess as to what your problem may be. Also, you may not need to edit the script. Just because the property is named the same as a specific spell does not mean it has to have that spell assigned. You can assign a different spell to the property. Only reason the script has the property with the same name as the spell is so that the auto-fill option can be used. Link to comment Share on other sites More sharing options...
RS13 Posted June 8, 2019 Author Share Posted June 8, 2019 (edited) Without seeing the compiler error and the script code you are trying to compile, cannot begin to guess as to what your problem may be. It doesn't give me an error. A box pops up called "Papyrus errors" and includes nothing in it. (You can see what it looks like here: https://ibb.co/Pmqkbyp) That's part of what's so frustrating about this. As for the code I'm trying to compile, it's just what I posted above with DUPLICATE001 added at the end of each instance of the spell name. You can assign a different spell to the property. Only reason the script has the property with the same name as the spell is so that the auto-fill option can be used. How could I do that? I'm not super familiar with scripting, I'm just trying to reverse engineer this script into firing the new spell I made. Edited June 8, 2019 by RS13 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 8, 2019 Share Posted June 8, 2019 You can assign a different spell to the property. Only reason the script has the property with the same name as the spell is so that the auto-fill option can be used. How could I do that? I'm not super familiar with scripting, I'm just trying to reverse engineer this script into firing the new spell I made. Attach the script to the correct object if not already. Highlight the script entry within the object's script window, then press the properties button. The properties window opens, select the property, right hand side of the window which was gray will have various data entry fields appear depending upon the type of property. Use these to select the correct thing to assign to the property. Link to comment Share on other sites More sharing options...
RS13 Posted June 9, 2019 Author Share Posted June 9, 2019 You are my f*#@ing hero. That worked perfectly. Link to comment Share on other sites More sharing options...
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