Multiple magic effects (with conditions) on one spell

Post » Thu Jun 21, 2012 12:10 pm

Hello,

I need some help by the creation of a new spell. What I've done so far:
I put multiple effects on one single spell, which is quite easy with the ck. But if I do it, all effects of the spell will be cast simultaneous. I don't want this, because I want to scale the spell with different levels of a perk. So I put some conditions on every effect of the spell, so that there is only one true at a time. But unfortunately, this isn't working. I used the condition "HasPerk", so that you have to raise a selfmade perk to activate the later spell effects. But it doesn't help: In game all effects show up, irrelevant if you already got the perk or not.

Here is a picture, which explains it better:

http://www.picfront.org/d/8Gge

Did anyone do this before and can help me or give me some hints? At this time, the conditions are set to every effect, but they don't confine them.

Thanks!
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Misty lt
 
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Post » Thu Jun 21, 2012 2:46 pm

I generally have better luck with doing conditions in Script than there, but I'm pretty sure I see your problem:

0 = False, 1 = True. Your condition is currently set to, "This effect only fires when the player does NOT have this perk."
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Emilie M
 
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Post » Thu Jun 21, 2012 8:41 pm

Hi AstralFire,

right, this was meant to be like that ;-)

The next effect got the condition:
T Has Perk "CJ_ElementalPotency10" == 1
T Has Perk "CJ_ElementalPotency20" == 0

The following:
T Has Perk "CJ_ElementalPotency20" == 1
T Has Perk "CJ_ElementalPotency30" == 0
and so on...

So, if I get the perk, there is only one effect of the spell true. Every time I raise the perk, I get another effect of the spell and all effects before won't count anymore.
This is the plan - but it doesn't work so far. There have to be something wrong with the conditions.
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Sammygirl500
 
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Post » Thu Jun 21, 2012 11:38 am

Ohh.
Well, I'm not sure, but I -think- that magic effects and spells with conditions only function on the first effect with a condition and everything else fires normally. I haven't specifically tested it, mind, but I notice I only get about one magic effect with a condition to work per spell. This could be the result of another issue.

Generally, for the spells in my mod I create a holder spell that's nothing but a script, which compares conditions and then fires off an individual, secondary spell according to meeting the conditions. I have found this much more reliable.
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GLOW...
 
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Post » Thu Jun 21, 2012 12:33 pm

Okay, I was already afraid, that this is so.

Could you help me to get another way? I'm not a good scripter, so please be kind with complicated explanations ;-)
I want to alter an atronach actor (raise health and so on) with a script, which is attached to a perk. Which event I should choose, if I want, that the modifications set in, when the perk is bought in game?

I tried it like this:

Scriptname ElementalPotencyScript extends PerkActor Property aAtronach Autofloat Property HealthBonus AutoEvent OnInit()aAtronach.SetActorValue("Health", HealthBonus)EndEvent

I can compile it, but I can't choose f.e. the "SummonAtronachFlame" (this is the actor I want to modify) for "aAtronach" in the properties. Instead I have to choose a cell and a RefAlias (I think).
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Jason White
 
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Post » Thu Jun 21, 2012 2:18 pm

Conditions do work on multiple effects on one spell,i have created a spell called Infestation which as the player gains in level and conjuration skill gains additional commanded actors, however what i have noticed about your conditions, is that you have set the condition to run on Target.

Now assuming the caster is the player, your "Run On" box in your conditions should be set to Subject
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Laura Mclean
 
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Post » Thu Jun 21, 2012 2:45 pm

Hi heilghast,

I tried it with "Subject" and "Target", both seem to fail. I tried "Target" because the original "Disintegrate" effect (of lightning spells) works with "Target" instead of "Subject". Did you really got more effects than two on one spell? If yes, could you post a picture of the conditions of your effect and spell in the CK?

Although it would be great, if my original plan would work - could anyone help me out with my script? Which property I have to choose, if I want to alter any actor (like "SummonAtronachFlame" or "EncAtronachFlame")?
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Shelby Huffman
 
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Post » Thu Jun 21, 2012 7:56 am

I feel i may have misunderstood your original intent on my previous post, however i have just put this spell together, Depending on which rank perk i have determines which creature is summoned

MultiSpell
FX 0 - Conjure Familiar ConjurationNovice00
FX 1 - Conjure Flame Atronach ConjurationApprentice25
FX 2 - Conjure Frost Atonach ConjurationApprentice50
FX 3 - Conjure Storm Atronach ConjurationAdept75
FX4 - Conjure Dremora Lord ConjurationMaster

I then added the following 5 conditions to each FX
S - HasPerk - Perk:ConjurationNovice00 - == - XXX - AND
S - HasPerk - Perk:ConjurationApprentice25 - == - XXX - AND
S - HasPerk - Perk:ConjurationAdept50 - == - XXX - AND
S - HasPerk - Perk:ConjurationExpert75 - == - XXX - AND
S - HasPerk - Perk:ConjurationMaster - == - XXX - AND

where xxx is either 1 or 0

So to summon a familiar set the conditions as follows:

S - HasPerk - Perk:ConjurationNovice00 - == - 1 - AND
S - HasPerk - Perk:ConjurationApprentice25 - == - 0 - AND
S - HasPerk - Perk:ConjurationAdept50 - == - 0 - AND
S - HasPerk - Perk:ConjurationExpert75 - == - 0 - AND
S - HasPerk - Perk:ConjurationMaster - == - 0 - AND

Flame Atronach

S - HasPerk - Perk:ConjurationNovice00 - == - 1 - AND
S - HasPerk - Perk:ConjurationApprentice25 - == - 1 - AND
S - HasPerk - Perk:ConjurationAdept50 - == - 0 - AND
S - HasPerk - Perk:ConjurationExpert75 - == - 0 - AND
S - HasPerk - Perk:ConjurationMaster - == - 0 - AND


Frost Atronach
S - HasPerk - Perk:ConjurationNovice00 - == - 1 - AND
S - HasPerk - Perk:ConjurationApprentice25 - == - 1 - AND
S - HasPerk - Perk:ConjurationAdept50 - == - 1 - AND
S - HasPerk - Perk:ConjurationExpert75 - == - 0 - AND
S - HasPerk - Perk:ConjurationMaster - == - 0 - AND

and so forth.
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Yvonne Gruening
 
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Post » Thu Jun 21, 2012 9:11 pm

Hi,

I found my mistake. The conditions (Target: "Subject") work! But there is a "but"... If you put multiple effects on one spell, below the effects there will be an automatic calculated spell cost. This calculation will rise and consider every (!) effect above, also the effects, which are canceled out with a condition. So in game, the spell cost of the spell will be put together out of all effect costs (no matter what the conditions say). To avoid that, the flag "auto-calculate" has to be deactivated (and the spell cost has to put on any fixed amount). This way I get what I want (a perk-scaled summon spell). The only flaw is, that the greater summons can't cost more mana than the lesser ones (because the autocalculation has to be deactivated).

Many thanks for the help!
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Kortknee Bell
 
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Post » Thu Jun 21, 2012 3:52 pm

Hi,

I found my mistake. The conditions (Target: "Subject") work! But there is a "but"... If you put multiple effects on one spell, below the effects there will be an automatic calculated spell cost. This calculation will rise and consider every (!) effect above, also the effects, which are canceled out with a condition. So in game, the spell cost of the spell will be put together out of all effect costs (no matter what the conditions say). To avoid that, the flag "auto-calculate" has to be deactivated (and the spell cost has to put on any fixed amount). This way I get what I want (a perk-scaled summon spell). The only flaw is, that the greater summons can't cost more mana than the lesser ones (because the autocalculation has to be deactivated).

Many thanks for the help!

You can add an additional perk that is added with the spell that increases mana cost as your skill level increases.
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Laura Samson
 
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