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Do Special abilities marked as unlimited or spontaneous actualy work?


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5 réponses à ce sujet

#1
Quilistan

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Is there something special you have to do to get these to work/be used correctly?

I try and set the number of uses and after saving/closing and reopening the Module they all get reset to 1

any spells set to unlimited or spontaneous seem to only get used once if at all?

#2
kevL

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nope, in my experience it's totally borked and the only thing that works on that tab is the name of the spell ..

i haven't checked the Spells tab but suspect it's the same way, (requires scripting to get NPCs to cast more than one instance of a spell/ability)


ps. to make matters more difficult, the bCheat=TRUE parameter on ActionCastSpellAt functions uses default values for DC etc,

#3
Dann-J

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Some special abilities (like dragon breath weapons, tail swipe or wing buffet) will work unlimited. Many others won't though.

I've never had much luck with the 'spontaneous' setting at all.

#4
kevL

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Dann, i believe that's because the Dragon abilities are scripted - they don't have to be on the Special Abilities tab *at all* to work as they should.

#5
Quilistan

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Well that is a bit disappointing. I was hoping it could have been a 2da thing. Is there a way via scripting to "reset" the spells without resting the NPC?

#6
kevL

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yes it is ( but at least its good to know its not working )

I've looked and have not found a function to increment spell uses; here are 3 related functions

void IncrementRemainingFeatUses(object oCreature, int nFeat);
void DecrementRemainingFeatUses(object oCreature, int nFeat);
void DecrementRemainingSpellUses(object oCreature, int nSpell);

but no Spell increment ...! btw, in case it helps, what i said about "scripted" was a bit vague; all AI spell usage is scripted in one way or another, usually in the dark depths of Tony's AI or related, but eg. Dragon-specific AI can be its own animal, so the call to ActionCastSpellAtTarget/Location is set w/ bCheat=TRUE (so the creature doesn't have to have the spell and it still casts), and then to get around the mikey-mouse default DC the specific spell-ability scripts do their very own calculation of a DC, for the occasion,


- ironic you mention .2da : my own half-baked solution is to work up a .2da table that references Spell against NPC-Level, giving an entry that denotes how many casts ...... but it's not pretty :|

it's monster-specific, doesn't take into account resting, and isn't finished, and may require extensive additional scripting to get implemented on any given critter