How do you make magic illegal in an interior?

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sxotty
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How do you make magic illegal in an interior?

Post by sxotty »

Well the topic says it all, how does one do that? I have not seen anything from searching the boards.
Assassinace
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Post by Assassinace »

This should probably go in the scripting forum.
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Post by RaJevir »

I don't think you can - directly at least. Of course, there's not reason you couldn't pop the spell effect Drain Magica 100000 points on the player when they enter, and remove it when they leave. That would keep they from casting anything :D
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evilgreebo
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Post by evilgreebo »

You might want to use DisableLevitation -EnableLevitation and DisableTeleporting - EnableTeleporting, I'm pretty sure these stop you from flying or teleporting no matter what you use.
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Neoptolemus
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Post by Neoptolemus »

You could put an activator in the interior with a script that uses ' if (player->GetSoundPlaying "blah blah" == 1 )' to detect the various spell sounds (one for each school of magic) as the player casts them. Then 'modpccrimelevel', to make the player's bounty goes up as if they've committed a crime. That ought to do it. :)
Starcrunch
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Post by Starcrunch »

That would work but keep in mind that it will run even if no one sees you perform the magic unless you attach it to an NPC and use GetLOS to determine if they can see the player (if you attach it to more than 1 NPC you will get a crime boost for every NPC who sees you).

Actually I have thought of a better way to do this.

-You attach a script to each NPC that checks there line of site (use GetLOS, but only run it every 5 secs or so since this function will slow you down alot).

-You attach the sound detecting script to a different activator

-When NPC see you it sets a state variable to 1 in the sound detecting activator (using Set sound_detector.state_variable to 1). You should use a different variable for each actor (this will make things easier when only some of the NPC's can see you).

-This starts the sound detector.

-when GetLOS returns 0 for all NPC stop the sound detector, also should be reset upon cell change.

-Starcrunch
Anonymous

Post by Anonymous »

There should be a script to enable/disable magic. Magic was disabled during character creation and enabled after the player picks up the ring of healing, so it shouldn't be that hard.
wishmaster
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Post by wishmaster »

ummm... :?
I don't know if that is so smart. Then it must be a script in the door or something, so if the player uses recall, Divine/almsivi intervention, the magic will still be disabled. But it could be possible to make a global script...
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100% of all smokers die...

Post by Enlil »

100% of all people die...
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Post by wishmaster »

I know.

Found this on a anti-smoke site.

Idiotic argument :)
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Post by Eraser »

Disabling magic entirely isn't a good idea. what about people who are magic based characters? they would be utterly screwed in your interior. Teleportation is a different story, and is a simple checkbox if you have trib or BM.
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Veet
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Post by Veet »

so if the player uses recall, Divine/almsivi intervention, the magic will still be disabled.
If the magic is disabled then they can't use them anyway.
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Haplo
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Post by Haplo »

I concur
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