Difference between revisions of "AddSpell"

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270 bytes added ,  07:33, 15 June 2007
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imported>DragoonWraith
m (bullets...)
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 certain situations, this can be very annoying, but using a call to a blank [[Message]] just before using AddSpell will prevent this. Like so:
*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.AddSpell "spell ID"</pre>
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]].
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