Thanks!
edit: I am testing a variable damage fire ball script I made and I am wondering why this spell won't flag a murder as a murder and just as an assault.
It has one scripted effect (target; 5 area; hostile) and a stunted magicka on self. The script is as follows:
ref target
short damage
begin ScriptEffectFinish
_ set target to GetSelf
_ set damage to ( GetRandomPercent * 36 / 100 ) + 67
_ set damage to damage * ( 100 - target.GetActorValue ResistMagic )
_ set damage to damage / 100
_ set damage to damage * ( 100 - target.GetActorValue ResistFire )
_ set damage to damage / 100
_ set damage to 0 - damage
_ target.ModActorValue2 Health damage
_ return
end
To test the spell, I went on a rampage in the Imperial City and I would get a bounty of 40 each time I killed someone and it would be marked as an assault in the stat page instead of a murder.
edit2: I switched the blocktype to ScriptEffectStart and went on another rampage but it is still not counting a kill even though the target ends up dead.
edit3: I am going to need to rephrase my question because it may all be for nothing in the end anyways.
Is it possible to be responsible for a "kill" in a magic script? My character is getting charged for assault because it is a "hostile" script, but when the script ends up killing the target, it does not record as a kill on the status screen or charged with murder. Is so, why do Bethesda's scripts count as murders. For example if you were to use a spell that does Bethesda's fire damage, why can you kill someone but not when you write your own spell. I must be missing something. So if anyone can point me to where Bethesda's spell scripts are so I could look at how they do it, I would be most grateful or if you happen to know why I am welcome to any advice. Thanks again!
edit4: Sorry for so many edits, I am just learning more and more about the editor and running into new solutions and problems and testing them out. Well I figured out a workaround by doing an if IsActorEvil command and check if the actor is in each faction in a similar manor and ModCrimeGold by iCrimeGoldMurder and SetPCFactionMurder. I would prefer not to do this however, because it would be incompatible with any factions that are not in the original game and I would imagine there must be a way to do this because Bethesda's "fire damage" works with factions from other mods right?