Please tell me how to make all spell casting unlimited. Is it in a 2da file or something else?
Thanks.
How do you make spell casting "Unlimited" ?
Débuté par
Ugly_Duck
, sept. 29 2011 03:20
#1
Posté 29 septembre 2011 - 03:20
#2
Posté 29 septembre 2011 - 05:13
I figured out how to assign unlimited spells, but Now I need help making monsters that posess these classes to 'have' a limited number.
#3
Posté 30 septembre 2011 - 12:12
I've been workin' this myself the past couple weeks. It's not straightforward. :\\
i made a .2da file that cross-references the Spell vs. HD of monster (or in your case the RacialType of monster [ perhaps, or even HD + RacialType ]). Then, when casting the spell, compare a local_int on the Caster (#times the spell has been cast) against the Total#Casts in the .2da, and if it's a go increment the local_int on Caster by 1.
hence, Structs. i Use these to carry several variables through various functions (spell, spellname, casts, target, targettype, so far i think that's it)
Unlimited Casting is a snafu. I speak only from humble experience, but the Unlimited slot on the Special Abilities tab doesn't seem to do anything (like almost everything else on the Sp.Ab. tab); even Uses reverts to 1 if a save:Creature.UTC is subsequently made. <- that's why I started using a .2da ...
once that was happily sorted out, however, using ActionCastSpell set to bCheat, i started checking out the in-game casterLevel and SaveDC, and both these dropped by some 5 pts. as the engine seemed to be falling down to some sort of default casting algorithm (when bCheat is on ..) What i'm ending up with is, high fudge factor that tastes good
neway, hope there's something above that'll get ya through an obstacle course .... Ps. i'm not sure if this pertains to the Spells tab or not (but i suspect it does). And a clarification on Uses: if you set them and save the .UTC they will be there. Only if you then reopen and change something else and make a subsequent save (without resetting the Uses) do they apparently revert to ! (1).
i made a .2da file that cross-references the Spell vs. HD of monster (or in your case the RacialType of monster [ perhaps, or even HD + RacialType ]). Then, when casting the spell, compare a local_int on the Caster (#times the spell has been cast) against the Total#Casts in the .2da, and if it's a go increment the local_int on Caster by 1.
hence, Structs. i Use these to carry several variables through various functions (spell, spellname, casts, target, targettype, so far i think that's it)
Unlimited Casting is a snafu. I speak only from humble experience, but the Unlimited slot on the Special Abilities tab doesn't seem to do anything (like almost everything else on the Sp.Ab. tab); even Uses reverts to 1 if a save:Creature.UTC is subsequently made. <- that's why I started using a .2da ...
once that was happily sorted out, however, using ActionCastSpell set to bCheat, i started checking out the in-game casterLevel and SaveDC, and both these dropped by some 5 pts. as the engine seemed to be falling down to some sort of default casting algorithm (when bCheat is on ..) What i'm ending up with is, high fudge factor that tastes good
neway, hope there's something above that'll get ya through an obstacle course .... Ps. i'm not sure if this pertains to the Spells tab or not (but i suspect it does). And a clarification on Uses: if you set them and save the .UTC they will be there. Only if you then reopen and change something else and make a subsequent save (without resetting the Uses) do they apparently revert to ! (1).
Modifié par kevL, 30 septembre 2011 - 12:13 .
#4
Posté 30 septembre 2011 - 12:47
This is what I've got going on now:
classes.2da has been re-written to give Unlimited casting to all the caster classes. This works fine.
The prolem:
Most of my caster type monsters that have levels in caster classes (wiz, sorc, etc) are now unlimited in casting.
Maybe a script to check if NPC or PC beforfe appling the Unlimited Casting? Help!
classes.2da has been re-written to give Unlimited casting to all the caster classes. This works fine.
The prolem:
Most of my caster type monsters that have levels in caster classes (wiz, sorc, etc) are now unlimited in casting.
Maybe a script to check if NPC or PC beforfe appling the Unlimited Casting? Help!
#5
Posté 30 septembre 2011 - 01:26
If you are up to it, you could make duplicate caster classes on the .2da and then assign those caster classes unlimited spellcasting, and then make your monsters the limited kind. I've never messed with it though and this is just an idea.
#6
Posté 30 septembre 2011 - 01:59
also, Spellhooks ...
---- eg ----
- check for get is Owned or RosterMember, if so/if not (depending on who you want limited) write a local_int to the Caster w/ #casts:
- then if it's all good let the spell go through and cast.
--------
is it time to ask, Why?
---- eg ----
- check for get is Owned or RosterMember, if so/if not (depending on who you want limited) write a local_int to the Caster w/ #casts:
int i = GetLocalInt(OBJECT_SELF, "CastLimit_" + IntToString(GetSpellId())); if (i < TotalCastsAllowed) // <- have to figure this, or just put an arbitrary # like "3" (or from custom_spelltable.2da) SetLocalInt(OBJECT_SELF, "CastLimit_" + IntToString(GetSpellId()), i + 1)
- then if it's all good let the spell go through and cast.
--------
is it time to ask, Why?
Modifié par kevL, 30 septembre 2011 - 02:04 .





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