Difference between revisions of "Talk:Magic Effects"

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758 bytes added ,  20:23, 9 April 2006
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imported>Halo112358
imported>Halo112358
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/signed, I thought after five years we'd be able to add spell effects. This is supremely annoying. --[[User:Halo112358|Halo112358]] 04:03, 3 April 2006 (EDT)
/signed, I thought after five years we'd be able to add spell effects. This is supremely annoying. --[[User:Halo112358|Halo112358]] 04:03, 3 April 2006 (EDT)
:To clarify: there's no way to create a new conceptual ''spell effect'' that can be used with the custom spellmaker in game. As an example, say I want to create a fire spell effect that damages undead only, and I'd like to be able to create custom spells with the spellmaker that incorporate this effect. Ideally I'd be able to clone the fire damage effect and specify an effect script that runs while the effect is active - it would be something like if ( targetActor.isUndead ) { targetActor.applyFireDamage magnitudeOfSpell }.
:I can fake this right now by creating custom spells and attaching scripts, but there's no way to use the spellmaker to generate custom spells with the script attached.--[[User:Halo112358|Halo112358]] 21:23, 9 April 2006 (EDT)
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