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Fix crash during spell creation when an effect targeting a skill/attribute doesn't have one assigned yet (Fixes #1598)
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@ -419,11 +419,11 @@ namespace MWGui
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std::string effectIDStr = ESM::MagicEffect::effectIdToString(mEffectParams.mEffectID);
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std::string spellLine = MWBase::Environment::get().getWindowManager()->getGameSettingString(effectIDStr, "");
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill)
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill && mEffectParams.mSkill != -1)
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{
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spellLine += " " + MWBase::Environment::get().getWindowManager()->getGameSettingString(ESM::Skill::sSkillNameIds[mEffectParams.mSkill], "");
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}
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute)
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if (magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute && mEffectParams.mAttribute != -1)
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{
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spellLine += " " + MWBase::Environment::get().getWindowManager()->getGameSettingString(ESM::Attribute::sGmstAttributeIds[mEffectParams.mAttribute], "");
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}
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