slategrey
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Curate
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I have a spell, lets call it heal for the time being
When cast
1. it heals the character for 30 points (2 points per second for 15 seconds)
2. It damages fatigue by 30 points
3. It damages Endurance by 1 point.
Now my question. When I cast the spell, the destruction skill is increased slightly but not the restoration skill. Is there a way to swap this around so that the restoration skill is increased instead of, or as well as the destruction skill?
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slategrey
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Curate
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Reged: 06/25/02
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And after a bit of experimentation, the answer is this.
It's piggin Alphabetical!!!. If you have a spell with effects from multiple schools, the spell effect from the first in the alphabet is the one that counts.
IE
A spell that does Destruction and Restoration is a Destruction spell
A spell that does Alteration and Destruction is an Alteration Spell
A spell that does Restoration and Illusion is an Illusion spell.
I'm gutted. I've now got to throw away about three weeks of work because of this. Ahh well what doesn't kill you makes you stronger. Back to the drawing board, unless someones got a solution to this hidden away?
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ManaUser
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You could take out the destruction effect and introduce the side effects by scripting. It would mean keeping a global script running to "watch" the the player using the spell though.
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slategrey
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Curate
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I did think of that, the trouble is the example spell is just one of 30 spells. I'm a bit leery about having a global script running looking for that many spells. I really wish I'd checked this before creating all the other spells
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JOG
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Quote:
It's piggin Alphabetical!!!. If you have a spell with effects from multiple schools, the spell effect from the first in the alphabet is the one that counts.
Almost. The order is lowest skill then alphabetical, so when Illusion is 21 and both, Restoration and Destruction are 20, your spell will train Destruction until the skill is at 21, then Restoration (since this is now the lowest skill) When Restoration is also 21 You'll train Destruction again, and the next will be Illusion...
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slategrey
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Thats....interesting. Thanks for the extra info. I hadn't even thought of skill level. Hmmmm. So if I choose restoration as a major and dont choose destruction, It'll be a dark day in hell before my restoration skill starts to improve?. Rats.
Is it just me, or is this a particularly strange way of deciding which school to improve when you cast a spell?. I mean, each spell effect has a base cost (damage attribute for example is 8). Why not add all the different effects up, and the school with the largest number for that spell gets increased when you cast it?
HEH, If nothing else I have 20/20 Hindsight and 100 in fault picking skills.
Thanks again Jog for improving my knowledge base
Ahhh well, on to plan B
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Founder and "Soul" member of the "I love Kai Globes" Fan Club
Kai Globes v2.8, Apprentice Scrolls and Mystic Quills v1.4 . Don't leave Home without them.
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Prodigy
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you can add spells to the game and select to wich school they belong, if you copy the old spell and then change the school to restoration that is posible right or am i thinking wierd?
-------------------- Morrowind newbie
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slategrey
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Nope I'm afraid you're thinking weird. Sorry. It doesnt work that way unfortunately.
What you can do is go into Magic effects and change the school of an effect there. If I do that though, say change damage magicka to a restoration effect instead of Destruction, I have the problem of my destruction skill not increasing.
Swings and roundabouts as they say.
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Founder and "Soul" member of the "I love Kai Globes" Fan Club
Kai Globes v2.8, Apprentice Scrolls and Mystic Quills v1.4 . Don't leave Home without them.
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Prodigy
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i mean, make a new spell with the same effect only other school, that wouldnt change the game in that way?
-------------------- Morrowind newbie
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slategrey
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Curate
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Lets see if I can explain this.
Create a new spell, lets call it "Slategreys wonderful healer" and give it the spell effect "Restore health". lets also make it identical in effect to the spell "heal", ie they both restore 20 points of health. Restore Health is tied to the school of Restoration in the magic effects box.
IF i change the effect restore healths school from restoration to for example destruction using the magic effecs box in tescs, it will affect EVERY spell using that spell effect, not just my new one.
This means that "slategreys wonderful healer" and the spell "heal" will BOTH be destruction spells, even though I have not touched "heal"
You can't change the effects school for just one spell, It's an all or nothing sort of thing.
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Founder and "Soul" member of the "I love Kai Globes" Fan Club
Kai Globes v2.8, Apprentice Scrolls and Mystic Quills v1.4 . Don't leave Home without them.
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Prodigy
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sounds wierd, but hey, everything is wierd in the CS
-------------------- Morrowind newbie
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Ditre
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ummm, worthless spell anyways...
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slategrey
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Curate
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Just posting to bump up your post count Ditre? or did you have something constructive to add?
Prodigy. Its not that weird. A spell has effects, and effects are entities tied to a particular school. Think of them as spell building blocks.
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Founder and "Soul" member of the "I love Kai Globes" Fan Club
Kai Globes v2.8, Apprentice Scrolls and Mystic Quills v1.4 . Don't leave Home without them.
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Edited by slategrey (08/14/04 05:32 AM)
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Ditre
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could u post that maybe a little less aggressive, that spell is worthless, i have seen better healing spells that work just fine in the game that dont have to have drawbacks
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slategrey
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Curate
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Ditre, the spell was an EXAMPLE to illustrate a point, nothing more.
This whole post is about trying to find ways around the problem of multiple spell effects in a single spell only increasing one attribute standing towards the next level, and not always the attribute you would expect either.
Trust me, my reply was not aggressive, just an honest question.
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Founder and "Soul" member of the "I love Kai Globes" Fan Club
Kai Globes v2.8, Apprentice Scrolls and Mystic Quills v1.4 . Don't leave Home without them.
Multi Manniquins V1.2; The Manniquin that changes to suit your needs.
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