Spell Combos V2

by leron999·v2.053SE·Updated 2018-12-29

Spell Chaining allows you to trigger devastating effects based on the specific combination of damaging spells you throw at your target. You can also absorb your charged spells, giving you beneficial buffs in combat (elemental resistance, faster movement, etc.). Please note that this requires the Spell Charge Frame mod.

Screenshots 1 screenshots

About this mod Machine translation

Spell Chaining allows you to trigger devastating effects based on the specific combination of damaging spells you throw at your target. You can also absorb your charged spells, giving you beneficial buffs in combat (elemental resistance, faster movement, etc.). Please note that this requires the Spell Charge Frame mod.

Spell Chaining uses the spell charging framework as a means to combine the effects of different destruction spells and create something new. Likewise, casting two different Destruction spells on the same target will trigger a new, more powerful effect if sufficient.

It also allows you to absorb charged spells for additional benefits.

feature:

Elemental chains are triggered by hitting an enemy with one type of destruction spell and following up with another spell of a different type.

The effect triggers based on the spell's charge level (that's why spell charge is required)

Even if you don't have enough charges, you can still do more damage and stagger effects

Trigger chains beyond minimum levels amplify the effect

Spells can be "absorbed" by performing a sheath (stretching the weapon) while charging; different schools of magic do different things

Holding a spell and another weapon (you fight, you) reduces damage based on the spell's school of magic rather than blocking skills; defaults to the "V" key, but can be set using a power-up I created (sorry, no MCM yet)

Adds an in-game book containing mod-specific content when loading the game for the first time after installing the mod (note: don't forget to open the book at least once so you can learn this ability)

How spell chains work:

Charge the Destruction spell and hit an enemy with it to store a charge at the enemy; you can continue to store the charge as long as it's the same element

Hit the same enemy with different charged elements; if your target's total costs reach the minimum cost requirement, you'll trigger a spell chain

How spell absorption works:

Apply a spell to any school of magic, then cancel it via "Sheath" (default is "R" key) - potency and duration of buff depend on charge level (check your active magic effect)

The Absorb Elemental Destruction spell also lets you store charges or trigger spell chains with melee attacks; one charge for normal attacks, two charges for electric attacks ('I like your fight')

Notice:

  • While this mod works with custom spells, they will only do so if they use the magicdamagefire, magicdamageice or magicdamageshock keywords and must be charged. Additionally, it does not work with enchantments as they cannot be charged.

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Spell Chaining uses the Spell Charging Framework as a means to combine the effects of different destruction spells and create something new. As in, casting two different destruction spells at the same target within a short amount of time, given they are charged enough, will trigger a new, more powerful effect.

It also allows you to absorb charged spells to gain additional benefits to yourself.

Features:

Trigger elemental chains by hitting an enemy with one type of Destruction spell and follow-up with another spell of a different type

Effects trigger based on the charge level of the spell (which is why Spell Charging is required)

Even if you don’t have enough charges, you can still deal greater damage along with a stagger effect

Triggered chains beyond the minimum level amplify the effect

Spells can be “absorbed” by performing a sheathe (draw weapon) while charging; different schools of magic do different things

Block with a spell in hand and a weapon in another (you battlemages, you) with the damage reduction based on the spell’s school of magic rather than block skill; “V” key by default, but can be set by using a power I created (sorry, no MCM yet)

In-game books containing the specifics of the mod is added upon loading the game the first time with the mod installed (NOTE: Don't forget to open the books at least once so that you learn the ability) …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
拼写链(Spell Combos V2)
File size
175.0 KiB