Difference between revisions of "Magic effect scripts"
imported>DragoonWraith (added note provided by GambitSigma on the ESF) |
imported>Scruggs (known issues with magic effect scripts) |
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==Notes== | ==Notes== | ||
*Scripted spells will run on corpses and | *Scripted spells will run on corpses, containers, doors, and furniture, but will simply run through the entire script once, regardless of the duration of the spell. All three blocktypes, ScriptEffectStart, ScriptEffectUpdate, and ScriptEffectFinish will run. | ||
*Scripted spells behave unpredictably when running on an actor outside of the currently loaded cell. Some confirmed issues are as follows: | |||
:*Variables in the script become uninitialized; | |||
:*ScriptEffectFinish block may fail to run; | |||
:*For scripted abilities, a new instance of the script is created each time the player enters the cell with the affected actor. | |||
Other bizarre results have yet to be confirmed or explained. A workaround is to add a scripted item to the actor's inventory. | |||
==See Also== | ==See Also== |
Revision as of 20:29, 3 August 2006
Magic Effect scripts are special scripts that can be used to create Scripted Magic Effects. They are created using the normal script editing window, but must be marked as Magic Effect scripts in order to be used in this way. Also note that the scripted effects will only run while under Game Mode.
These scripts do not use normal begin/end blocks, since they only run while the spell effect is active on a target. They use three special block types and one special function.
Magic Effect block types:
Other block types are invalid (they will compile but the code inside them will never run).
Magic Effect functions:
In all other ways, Magic Effect scripts act like reference scripts, and can use all normal script functions inside the Magic Effect blocks.
Notes
- Scripted spells will run on corpses, containers, doors, and furniture, but will simply run through the entire script once, regardless of the duration of the spell. All three blocktypes, ScriptEffectStart, ScriptEffectUpdate, and ScriptEffectFinish will run.
- Scripted spells behave unpredictably when running on an actor outside of the currently loaded cell. Some confirmed issues are as follows:
- Variables in the script become uninitialized;
- ScriptEffectFinish block may fail to run;
- For scripted abilities, a new instance of the script is created each time the player enters the cell with the affected actor.
Other bizarre results have yet to be confirmed or explained. A workaround is to add a scripted item to the actor's inventory.