Scriptname PsiSummonScript extends activemagiceffect PsiNecromancyQuestScript Property PsiNecroQuest Autofloat Checkonce1Event OnEffectStart(Actor Target, Actor Caster) if Checkonce1 == 0 Game.GetPlayer().ModActorValue("Magicka", - PsiNecroQuest.PsiUpkeepcharge) Checkonce1 = 1.0 Debug.Messagebox("Player Charged Magicka Upkeep!") if PsiNecroQuest.PsiHasHastenDead == 1 Target.ModAV("Health", PsiNecroQuest.PsiHastenDeadHealthBonus) Debug.Messagebox("The Summon Has been buffed!") Endif EndifEndEventEvent OnEffectFinish(Actor Target, Actor Caster) Game.GetPlayer().ModActorValue("Magicka", PsiNecroQuest.PsiUpkeepcharge) Checkonce1 = 0 Debug.Messagebox("Player No longer Charged Magicka Upkeep!") if PsiNecroQuest.PsiHasHastenDead == 1 Target.ModAV("Health", - PsiNecroQuest.PsiHastenDeadHealthBonus) EndifEndEventObviously I can accomplish the same thing by declaring conditions for the spell and creating different mobs to be summoned depending on player perks but then I'd have to create a ton of different mobs depending on player perk combinations and that would just svck
