Difference between revisions of "Talk:Magic Effects"

708 bytes added ,  21:35, 19 May 2006
some answers to DECOUP
imported>Decoup
imported>DragoonWraith
(some answers to DECOUP)
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You can't 'edit' spells but you can make multiple spells of different id's but with the same name and remove/add them to have the same effect. For example, I made a custom class that had the woodelfs command creature spell and I made 5 copies of the spell each with a greater magnitude. When ever you go up 5 levels the current spell is deleted and replaced with another of the same name that could control a creature 5 levels above the previous. So it seems like your spell gets more powerful with time. (As long as you ignore the words at the top of the screen that say 'Manipulate Creature Deleted', 'Manipulate Creature Added' once every 5 levels. Small price to pay... [[User:Decoup|Decoup]] 20:42, 19 May 2006 (EDT)
You can't 'edit' spells but you can make multiple spells of different id's but with the same name and remove/add them to have the same effect. For example, I made a custom class that had the woodelfs command creature spell and I made 5 copies of the spell each with a greater magnitude. When ever you go up 5 levels the current spell is deleted and replaced with another of the same name that could control a creature 5 levels above the previous. So it seems like your spell gets more powerful with time. (As long as you ignore the words at the top of the screen that say 'Manipulate Creature Deleted', 'Manipulate Creature Added' once every 5 levels. Small price to pay... [[User:Decoup|Decoup]] 20:42, 19 May 2006 (EDT)
:The problem with that is that you have to create X versions of the spell, and you can't have truly dynamic spells that way. That's sort of half-assed in my opinion, and certainly not a step forward from Morrowind. --[[User:DragoonWraith|DragoonWraith]] 21:35, 19 May 2006 (EDT)


= Hard-Coded Spell Effects are BAD =
= Hard-Coded Spell Effects are BAD =
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You <B>can</b> make your own custom effects with the editor using scripts. This is not 'faking it' its the way to do it. There are many quests already in the game that use scripts to make effects that are not creatable in the spell maker without the scripting functions. Thats why they are there. I have almost completed the first new spells that I have been working on. I am making 'Force Push' and 'Force Pull' from Star Wars. They're turning out pretty cool. Once I finish them I'll make a tutorial on how they work, because I think the concept could be used for other purposes. [[User:Decoup|Decoup]] 20:47, 19 May 2006 (EDT)
You <B>can</b> make your own custom effects with the editor using scripts. This is not 'faking it' its the way to do it. There are many quests already in the game that use scripts to make effects that are not creatable in the spell maker without the scripting functions. Thats why they are there. I have almost completed the first new spells that I have been working on. I am making 'Force Push' and 'Force Pull' from Star Wars. They're turning out pretty cool. Once I finish them I'll make a tutorial on how they work, because I think the concept could be used for other purposes. [[User:Decoup|Decoup]] 20:47, 19 May 2006 (EDT)
:There are great limitations to scripted effects, such as their inability to be used in Spellmaking/Enchanting. They're good, but not the end-all-be-all. --[[User:DragoonWraith|DragoonWraith]] 21:35, 19 May 2006 (EDT)


== Enchanting ==
== Enchanting ==
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I just want to point out that most of the changes made to oblivion in regards to spells, spell makers, enchanting and enchantment making were to create balance between the classes. In Morrowind and evrn Daggerfall there was no way that a Warrior could ever be as powerful as a Mage. Even with the new changes to the enchanting you can make yourself almost uneffected by one thing or another. For example, if you enchant your shoes, pants, shirt, wrist irons, 2 rings, amulet, hood, shield (or armour equivalants) with shield (you have 90% shield), (chamelion 90% invisible), fortify attribute (+90 to it), etc. The ability to make yourself a god still exists, but it is a lot more balanced betwene classes. And like in Morrowind if you are still not happy that you can't be invincible as it is, you have the cs. I am happy with every change that was made to the engine. Even the new governing attrtibutes for each skill are an improvement. Now all fighting is strength, etc. It stops you from being able to make a character that just uses agility based skills, or endurance based skills and forces you to spead out your abilities more to prevent instant god characters.[[User:Decoup|Decoup]] 20:57, 19 May 2006 (EDT)
I just want to point out that most of the changes made to oblivion in regards to spells, spell makers, enchanting and enchantment making were to create balance between the classes. In Morrowind and evrn Daggerfall there was no way that a Warrior could ever be as powerful as a Mage. Even with the new changes to the enchanting you can make yourself almost uneffected by one thing or another. For example, if you enchant your shoes, pants, shirt, wrist irons, 2 rings, amulet, hood, shield (or armour equivalants) with shield (you have 90% shield), (chamelion 90% invisible), fortify attribute (+90 to it), etc. The ability to make yourself a god still exists, but it is a lot more balanced betwene classes. And like in Morrowind if you are still not happy that you can't be invincible as it is, you have the cs. I am happy with every change that was made to the engine. Even the new governing attrtibutes for each skill are an improvement. Now all fighting is strength, etc. It stops you from being able to make a character that just uses agility based skills, or endurance based skills and forces you to spead out your abilities more to prevent instant god characters.[[User:Decoup|Decoup]] 20:57, 19 May 2006 (EDT)
:I disagree strongly that things have been so completely "fixed". And I never found being a Mage either easier or more powerful than a Warrior. --[[User:DragoonWraith|DragoonWraith]] 21:35, 19 May 2006 (EDT)


== Scripted Effects ==
== Scripted Effects ==