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I have a spell I need to cast on the player, which fortifies multiple skills.
There seems to be a problem that if the player has any form of spell absorbtion, some of the atributes 'fail' and are fortified by zero points instead. This occurs even though the spell is set to automatically succeed.
Short of checkking for every known absorbtion spell effect, is there any other way of turning it off so I can get around this problem? Or am I simply going to have to split this up into multiple effects and then check them individually?
-------------------- LichCraft 0.95 beta - discussion thread
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Edited by VenomByte (08/11/04 06:08 PM)
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Om
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Diviner
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Reged: 01/28/04
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Posts: 4262
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I think you could use the ID of the Spell Absorbtion spell effect, (67, from here so that you could maube detect if the player has it, and then remove it?
-------------------- Glad to be of service - Door
~Omnia~, my EVIL home.
Omnia Chat
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_Darky00
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Initiate
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Reged: 08/10/04
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do you need to fortify or restore??? i guess fortify sins you said it but if you have all on 0 its good to restore them go to a shire thats what i do cause i am a atronach or what its called... but there is no way to disable it unless you use the cs... i think
-------------------- If i was rude or any thing like that its only because i aint that good in english and i miss wrote the sentence... and sorry if i did... its in my nature... Some sientists has found that out
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Madd_Mugsy
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Quote:
I have a spell I need to cast on the player, which fortifies multiple skills.
There seems to be a problem that if the player has any form of spell absorbtion, some of the atributes 'fail' and are fortified by zero points instead. This occurs even though the spell is set to automatically succeed.
Short of checkking for every known absorbtion spell effect, is there any other way of turning it off so I can get around this problem? Or am I simply going to have to split this up into multiple effects and then check them individually?
I have the same problem: Cast fortify skills/stats and it gets absorbed some of the time. Anybody know a way around this?
-------------------- If you hate working for those 5x multipliers (and would maybe like to uncap all your stats and skills), check out the Madd Leveler
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Wierd
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Reged: 04/03/03
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Perhaps set it as a "curse" or "ability", instead of a normal spell?
Look at the Corprus scripts for more information.
If it is imperative that the effect 'wear off', then keep track of the time using GetSecondsPassed, and remove the 'curse' at that time.
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Madd_Mugsy
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For the Atronach birthsign: Code:
If ( Player->GetSpellEffects "wombburn" == 1 ) Set IsAtronach To 1 Player->RemoveSpell "wombburn" EndIf
;... do your stuff
If ( IsAtronach ) Player->AddSpell "wombburn" Set IsAtronach To 0 EndIf
For other spells: Code:
If ( Player->GetEffect sEffectSpellAbsorption == 1 ) Player->RemoveEffects 67 EndIf
The second one is pretty gay , but the only way I can figure around it is to check each of the spells you casted to make sure their effects are present. Which also sucks, esp. in my mod with 420 possible spells -- double
Anyone know a faster/easier way?
-------------------- If you hate working for those 5x multipliers (and would maybe like to uncap all your stats and skills), check out the Madd Leveler
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ManaUser
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A reasonable plan, but I'm pretty sure it's impossible to remove an ability from a race or sign. The curse/ability idea sounds more promising to me.
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Madd_Mugsy
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Actually, it turns out you can remove the ability, but you can't add it back again. You need to add a custom copy of it instead.
-------------------- If you hate working for those 5x multipliers (and would maybe like to uncap all your stats and skills), check out the Madd Leveler
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