So, "cast classicspell spell on _foe_" is obviously a thing, but I found using the VSCode quest extension that "cast Customspell custom spell on _foe_" is also something that comes up as an option, which is very cool. But, I don't know how to specify a custom spell or if there is a way to define one somehow. Is this currently just a WIP system in the questing system, or am I missing something? There some seems to be a few references to using "CustomKeys" for custom spells in the questing actions C# scripts, but I don't know where to go from there.
Here is what I have observed in the environment:
Are Custom Spells & Enchantments Currently A Thing Or Just WIP?
- Magicono43
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- Interkarma
- Posts: 7249
- Joined: Sun Mar 22, 2015 1:51 am
Re: Are Custom Spells & Enchantments Currently A Thing Or Just WIP?
It has been ages since I built this. I think it's operational but can't promise anything. Here's the high concept:
Classic spells are mapped using tags in Quests-Spells table. These spell IDs are immutable and must always match classic.
Custom spells allow matching to a new spell bundle registered by a mod using its custom key. A built-in example of this is MageLight, which is registered using EntityEffectBroker.RegisterCustomEffectDemo(). A mod could write and register its own spell bundles and custom effects this way.
Dunno if MageLight will work on an enemy. Try the following and see what happens:
Classic spells are mapped using tags in Quests-Spells table. These spell IDs are immutable and must always match classic.
Custom spells allow matching to a new spell bundle registered by a mod using its custom key. A built-in example of this is MageLight, which is registered using EntityEffectBroker.RegisterCustomEffectDemo(). A mod could write and register its own spell bundles and custom effects this way.
Dunno if MageLight will work on an enemy. Try the following and see what happens:
Code: Select all
cast MageLight-Inferno custom spell on _foeName_
- Magicono43
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Re: Are Custom Spells & Enchantments Currently A Thing Or Just WIP?
Ah OK, so you have to make your own spell bundle and register it, sort of like registering a custom item and such, that makes more sense. I was thinking you could do some crazy string of characters and define a custom spell right in the quest scripting language or something, lol. I'll give it a try, thanks for the answer, was afraid nobody would know the answerInterkarma wrote: ↑Wed Aug 12, 2020 11:51 pm It has been ages since I built this. I think it's operational but can't promise anything. Here's the high concept:
Classic spells are mapped using tags in Quests-Spells table. These spell IDs are immutable and must always match classic.
Custom spells allow matching to a new spell bundle registered by a mod using its custom key. A built-in example of this is MageLight, which is registered using EntityEffectBroker.RegisterCustomEffectDemo(). A mod could write and register its own spell bundles and custom effects this way.
Dunno if MageLight will work on an enemy. Try the following and see what happens:
Code: Select all
cast MageLight-Inferno custom spell on _foeName_
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: Are Custom Spells & Enchantments Currently A Thing Or Just WIP?
So I just tested this in a "test" quest and it appears to throw an exception, here is what the output_log gave:
This was the quest action I used when the foe was first hurt:
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QuestResourceBehaviour.CastSpellQueue() could not find custom spell offer with key: MageLight-Inferno, exception: GetCustomSpellBundleOffers: Bundle key 'MageLight-Inferno' not found
Code: Select all
_daedrothhit_ task:
injured _daedroth_
say 1060
cast MageLight-Inferno custom spell on _daedroth_
cast Heal spell on _daedroth_
cast Heal spell on _daedroth_
cast Free_Action spell on _daedroth_
- Interkarma
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- Joined: Sun Mar 22, 2015 1:51 am
Re: Are Custom Spells & Enchantments Currently A Thing Or Just WIP?
Thanks for letting me know. Custom spell probably not being linked up somewhere internally. There's been so little modding around custom spells and effects, this is fairly new ground.
I need to review this in any case down the track, as custom spells aren't yet exposed to item maker or to enchantment system fully yet.
I need to review this in any case down the track, as custom spells aren't yet exposed to item maker or to enchantment system fully yet.
- Magicono43
- Posts: 1141
- Joined: Tue Nov 06, 2018 7:06 am
Re: Are Custom Spells & Enchantments Currently A Thing Or Just WIP?
I understand, it's definitely untreaded ground compared to other systems that have been modded quite a lot, also from my sifting through parts of the code, spell bundles are quite a bit more complex than a lot of things to comprehend generally. Would love to see this getting full support eventually though, I think custom spells could make some very interesting "boss" type enemies for quests. After even just trying with some of the vanilla spells, a few strategic buffs can really make some much more difficult default enemiesInterkarma wrote: ↑Thu Aug 13, 2020 12:21 am Thanks for letting me know. Custom spell probably not being linked up somewhere internally. There's been so little modding around custom spells and effects, this is fairly new ground.
I need to review this in any case down the track, as custom spells aren't yet exposed to item maker or to enchantment system fully yet.