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?
Do Special abilities marked as unlimited or spontaneous actualy work?
Débuté par
Quilistan
, mars 27 2012 09:07
#1
Posté 27 mars 2012 - 09:07
#2
Posté 27 mars 2012 - 09:14
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,
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
Posté 27 mars 2012 - 09:49
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.
I've never had much luck with the 'spontaneous' setting at all.
#4
Posté 27 mars 2012 - 10:34
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
Posté 28 mars 2012 - 04:24
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
Posté 28 mars 2012 - 05:55
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
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





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