rondivu Posted January 9, 2009 Share Posted January 9, 2009 I'm really unsure wether this post is in the correct area, so please forgive me if I've posted incorrectly. :unsure: I just generally want to know wether there was a way to modify a spells magnitude (i.e. character has a shield spell for 10 and modify it to 20) using scripting. Is it possible? I sometimes run across OBSE's spell scripts but have no idea where to start or how to identify which command would let me identify and then modify that spells magnitude (again with the shield ability automatically on a character). If there was a way, please explain to me in detail how to use the script command and what it can and cannot accomplish. Thank you. :thanks: Rondivu Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 9, 2009 Share Posted January 9, 2009 I'm really unsure wether this post is in the correct area, so please forgive me if I've posted incorrectly. :unsure: I just generally want to know wether there was a way to modify a spells magnitude (i.e. character has a shield spell for 10 and modify it to 20) using scripting. Is it possible? I sometimes run across OBSE's spell scripts but have no idea where to start or how to identify which command would let me identify and then modify that spells magnitude (again with the shield ability automatically on a character). If there was a way, please explain to me in detail how to use the script command and what it can and cannot accomplish. Thank you. :thanks: RondivuThere are some OBSE functions which adjust the properties of spells, so yes, a spell could be changed. The real question is what sort of situation you are working with. Most of these changes happen on a global scale, meaning that all instances of those spells are affected. Also, as it is scripting, you would need very specific conditions to work with in determining when this change should happen. If all you are wanting to do is increase the strength of an existing spell, you are usually best off just changing the actual spell to that value in the CS. If you are wanting a spell to get stronger over time, it is usually much easier to just setup different strengths of the same spell, and use scripting to remove one version and add the other. The reason for this is because altering the spell with scripting alone requires those OBSE functions, and may cause unwanted results, especially if someone other than the player uses that spell. By using a series of pre-defined spells, you are always using one of those pre-defined spells, so always know what to expect. Link to comment Share on other sites More sharing options...
rondivu Posted January 9, 2009 Author Share Posted January 9, 2009 Thank you! Yes, I have done what you've suggested already by scripting spells (over time) to switch to simply stronger version of that one spell (i.e. a stronger shield value over time and with specific requirements by removing one and adding another stronger version). I simply thought that I could make a custom spell, and modify that spells magnitude when the characters strength wanes, or his magic and health dwindle, etc. Out of curiousity I thought that instead of making more than several versions of the same spell (i.e. 30 of them lol) I thought, why not make one spell that changes itself when the appropriate conditions have been met? But you are correct, that way is more stable than what my question was asking for, I just thought it would be easier... just to adjust a customized spell (would that be global since it only applies to me?). Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.