Second, it inherits all functions from its parent, meaning you can use the functions, which are defined in the script you are extending. So if you use the ActiveMagicEffect script, you can only use those functions defined in there, since it is not extending anything. Whereas, in the Object Reference script, you can use functions defined in there as well as functions defined in the Form script.
So in the ActiveMagicEffect script, you can not use all these functions defined elsewhere, except you write Game.GetPlayer() and stuff like that.
Did I got it right so far? That would be kinda annoying always having to check where this or that function is defined and write the appropriate script name in front. And how would the syntax be if you wanna for example address a reference and do sth with it. I am still thinking about the spell I want to create. There already exist ObjectReference scripts doing this: Self.GetCurrentLocation().SetCleared()
If I want to do that in a ActiveMagicEffect script, do I have to write like akCaster.ObjectReference.GetCurrentLocation().Location.SetCleared() ?? This is all very confusing and kinda bloated... Hope, someone with better insight might enlighten me.
