Difference between revisions of "AddSpell"
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imported>Haama |
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*Be careful when using this function on non-unique actors. Adding an ability or spell to an actor adds it to the base object, so any references that are later spawned from that base object will also have the spell. | *Be careful when using this function on non-unique actors. Adding an ability or spell to an actor adds it to the base object, so any references that are later spawned from that base object will also have the spell. | ||
*Using AddSpell to add a spell to the player's repertoire will give a message informing the player of this. In | *Using AddSpell to add a spell to the player's repertoire will give a message informing the player of this. In many situations, this is very annoying, but you can use a pair of blank [[Message]] calls to prevent it from happening, like so: | ||
<pre>Message "" | <pre>Message " " | ||
player. | Message " " | ||
player.RemoveItem "item ID" 1</pre> | |||
This seems to shortcircuit the message display and will prevent any other messages from being queued or displayed for a couple of seconds, so please use it only if you are sure no other messages will be disrupted, or you would create a lot of message spam otherwise. | |||
*Like most functions, this one is a little different when used as a console command. When used as a console command the SpellID must be specified as a [[FormID]]. | *Like most functions, this one is a little different when used as a console command. When used as a console command the SpellID must be specified as a [[FormID]]. |
Revision as of 07:33, 15 June 2007
Adds spell item to calling actor. "Spells" include diseases, abilities, spells and powers . When an ability or disease is added it shows up as a current magical effect. When a spell or power is added it shows up as a castable power/spell. There are other important differences. See Spell for more info.
Syntax
[ActorID.]AddSpell SpellID
Example
AddSpell AbWeaknessNormalWeapons
Notes
- Addspell works only with spell types listed in the Spells section of the object window. It cannot be used to add leveled spells to an actor via script. To dynamically add a spell to the player based on their level use the following script as a guide.
if ( Player.GetLevel >= 25 ) player.addspell InnerFire25 elseif ( player.Getlevel >= 20 ) player.addspell InnerFire20 elseif ( player.Getlevel >= 15 ) player.addspell InnerFire15 elseif ( player.Getlevel >= 10 ) player.addspell InnerFire10 elseif ( player.Getlevel >= 5 ) player.addspell InnerFire05 else player.addspell InnerFire01 endif
- Be careful when using this function on non-unique actors. Adding an ability or spell to an actor adds it to the base object, so any references that are later spawned from that base object will also have the spell.
- Using AddSpell to add a spell to the player's repertoire will give a message informing the player of this. In many situations, this is very annoying, but you can use a pair of blank Message calls to prevent it from happening, like so:
Message " " Message " " player.RemoveItem "item ID" 1
This seems to shortcircuit the message display and will prevent any other messages from being queued or displayed for a couple of seconds, so please use it only if you are sure no other messages will be disrupted, or you would create a lot of message spam otherwise.
- Like most functions, this one is a little different when used as a console command. When used as a console command the SpellID must be specified as a FormID.
- Note that many spell effects don't work as abilities, including Feather, Burden, and Disintegrate spells, as well as any spell that causes the target to react to the caster like Turn Undead, Charm, and Demoralize.