Difference between revisions of "Talk:Magic effect scripts"

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imported>Scruggs
imported>Scruggs
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"Other block types are invalid (they will compile but the code inside them will never run)." - This is almost true. OnActivate will process in a magic effect script, which can be useful but should be used very carefully. Even after the effect ends, the onActivate block will override normal activation, so it's best to use this for permanent scripted abilities.
"Other block types are invalid (they will compile but the code inside them will never run)." - This is almost true. OnActivate will process in a magic effect script, which can be useful but should be used very carefully. Even after the effect ends, the onActivate block will override normal activation, so it's best to use this for permanent scripted abilities.


I found that OnHit, OnHitWith, OnMagicEffectHit, and onDeath will not process in magic effect scripts. I haven't tested the others.
I found that OnHit, OnHitWith, OnMagicEffectHit, and onDeath will not process in magic effect scripts. A shame since these would be much more useful than OnActivate.

Revision as of 22:42, 2 June 2006

Is it possible to stick a script-effect spell as an ability on someone? And if so, will the scripteffectupdate spell function more or less as a gamemode block? It seems a handy way of jamming scripts onto people who already have one...Talkie Toaster 14:21, 20 April 2006 (EDT)

Yes, I use this method extensively. It works exactly like a normal spell script. ScriptEffectStart and Update process as soon as you add the ability, and scriptEffectFinish runs when you call removeSpell. It's not just useful for magic effects, but is also probably the closest thing to MW-style targeted scripts that we have. Scruggs 16:04, 29 May 2006 (EDT)

"Other block types are invalid (they will compile but the code inside them will never run)." - This is almost true. OnActivate will process in a magic effect script, which can be useful but should be used very carefully. Even after the effect ends, the onActivate block will override normal activation, so it's best to use this for permanent scripted abilities.

I found that OnHit, OnHitWith, OnMagicEffectHit, and onDeath will not process in magic effect scripts. A shame since these would be much more useful than OnActivate.