
OMG OMG OMG! SO MUCH TYPING

Aw, lol! Sorry, that's just me. I'm a typer! =P
I tried changing the MagicEffect script's property definition as you suggested, and linking it up under the magic effect window (which was helpful to know to do so thanks!), however when I do the compiler complains saying:
\Data\Scripts\Source\phitamecastS.psc(6,13): SetQuestValue is not a function or does not exist
\Data\Scripts\Source\phitamecastS.psc(7,53): phiTameBase1 is not a property on script quest or one of its parents
It is like it sees the quest but not the script attached? Anyway I was meaning to ask madmole how they came to declare a quest in that way, "questscript Property questname auto" since I saw them do it over on http://www.gamesas.com/topic/1376147-trying-to-set-a-quest-variable-from-a-magic-effect/page__hl__variable+in+message+text__fromsearch__1
In my mind is it saying the property questname is of type questscript, which after you link up the property under the MagicEffect dialogue would let the MagicEffect script access all of the quest's functions from that script. Might have to declare multiple quest variables if you had and wanted to access functions/properties of multiple scripts?
Also I realize it isn't actually "questscript Property questname auto" but rather "questscript Property anyoldvariablename auto" where the 2nd variable could be anything you want to refer to the quest itself by in the MagicEffect script, since you are linking up to the actual quest itself under the MagicEffect window script properties.
Whew, lot of typing indeed!
Magic effect scripts do not store variables, so you need to define you properties in your quest script, then apply them.
Also I'm pretty sure you don't need the property in the magic effect script, you just extend the quest you want and then all of that quests properties are available to use in your magic effect script.
I am not exactly certain about all of what you are saying, but I'm glad you stopped by since I've been following your related threads. =)
When you say a MagicEffect script doesn't store references, I am unclear what you mean. However that may well be the problem. Are you saying that the "akTarget" Actor value from the OnEffectStart event doesn't actually carry an actor reference?
What is it then, some sort of pointer string to a reference? How then would I pull out the actual reference, from elsewhere as you say?
This is the closest I came up with:
Scriptname phitamecastS extends ActiveMagicEffectphitametrackerS Property phitametracker autoEvent OnEffectStart(Actor akTarget, Actor akCaster) phitametracker.SetQuestValue(akTarget)EndEvent
Scriptname phitametrackerS extends QuestphitametrackerS Property phitametracker AutoFunction SetQuestValue(Actor akTarget) Game.GetPlayer().PlaceAtMe(akTarget.GetLeveledActorBase())EndFunction
Even passing akTarget straight to a Quest script function to call GetLeveledActorBase() on, it still seems to be getting a string. (My debug text reads 'Quest slot set to[ActorBase'" which is obviously wrong.)
I am wondering if even though it compiles fine, I need some extra step in here to search out the ACTUAL reference akTarget is pointing to, BEFORE I run GetLeveledActorBase() on the result.
Also, I am wondering if I need to cast that command, or import Actor to use the GetLeveledActorBase() command in the first place?
So many questions... Thanks very much for both of your ideas though, I'm definitely getting closer to understanding this stuff.
