Difference between revisions of "AddSpell"

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imported>Khadir
imported>JOG
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{{ActorFunction}}
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.  
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.  


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[[Category: Functions]]
[[Category: Functions]]
[[Category: Magic Functions]]
[[Category: Magic Functions]]
[[Category:Actor Functions]]

Revision as of 10:22, 28 June 2006

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.
  • 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.

See Also

RemoveSpell

Reference

AddSpell Reference