Mod:Creation Kit/Scripting MagicEffect

This example script can be attached to a Magic Effect and create a looping incremental effect that will increment for the entire duration of the effect, and then either stop or be removed, depending on user preference. ActionPoints are used here, but any ActorValue - including custom ones - can be applied.

Script
Scriptname change_value_over_time extends activemagiceffect

ActorValue Property avSomeActorValue Auto Const { The actor value you want this script to modify } Actor akEffectTarget

Float Property fChangeBy Auto { The amount to increment the value by each time, to decrease over time use a negative number } Float Property fInitialAmount Auto { The value to set when the effect starts } Float Property fFrequency Auto { Seconds between increments }

int iChangeTimerID = 10 ; Give our timer an ID we can remember

Event OnEffectStart(Actor akTarget, Actor akCaster) akEffectTarget = akTarget ; We store this here so that the timer event has access to the target

if(fInitialAmount) akTarget.SetValue(akSomeActorValue, fInitialAmount) endif

StartTimer(fFrequency, iChangeTimerID) endEvent
 * This script will continue applying the fChangeBy amount every fFrequency seconds until the effect wears off, so a Magic Effect lasting ten seconds with 1.0 frequency will apply ten times in this example.

Event OnTimer(int aiTimerID) if(aiTimerID == iChangeTimerID) ; Change the value by adding the change amount to the current value, the fChangeBy is negative, it will reduce the value akEffectTarget.SetValue(avSomeActorValue, akEffectTarget.GetValue(avSomeActorValue) + fChangeBy)

StartTimer(fFrequency, iChangeTimerID) ; Start the timer again endif EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster) akEffectTarget = None ; This isn't the target sent by the event, just our temporary variable keeping the actor reference. Maintaining references in variables can cause them to persist, it's a good habit to confirm they aren't being kept when no longer needed. EndEvent
 * It's important leave this event block in so that effectTarget gets cleaed out of the memory when the effect completes. It can also be used to add any final effects

Usage
The dynamic Looping Change script is meant to be used in tandem with Mod:Creation Kit/Magic Effects; it will change a chosen Actor Value for the duration of the Magic Effect, at a frequency indicated by the user. This is useful for situations where a magic effect is intended to increase or decrease an actor value within the duration of the effect, rather than immediately "jump" to a particular value as is only allowed for by default behavior.