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Contents of the effect struct?


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#26
ColorsFade

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I see the iprp_spells.2da. Bull's Strength is listed 3 times - first time is at level 3.

This is good to know and makes me feel better about my spell rebuff.

Now I just have to tweak it a bit... Cast from the potion the first time, it reports Bull's Strength as level 3. Cast in my rebuff script, it reports level 10. Once I figure out that discrepancy... I'll be good.

#27
I_Raps

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DannJ wrote...

Yes - I've just checked a copy of spells.2DA I have here at work, and the 'innate' level for Bull's Strength is set to level 2. So obviously the item property 2DAs override that (if indeed the 'innate' column does anything at all in NWN2).


Innate is probably used for two things:  (1) a creature casting it who doesn't have a level in a spellcasting class;  (2) I think it's also used for the DC for Use Magic Device (some scrolls can't be used as soon as others of the same level).  Those are both pure guesses, though.  I've not done any kind of trial on that.

#28
rjshae

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ColorsFade wrote...

rjshae wrote...

Don't the ga_clock_off & ga_clock_on scripts work?


From looking at the code, it looks like all those methods do is turn on/off the GUI - they don't actually affect the internal clock of the game. I'd have to test to verify it.


Dunno. Might it be possible that the internal clock won't update if that GUI element is disabled? Otherwise, why include those scripts? Shrug.

#29
ColorsFade

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rjshae wrote...


Dunno. Might it be possible that the internal clock won't update if that GUI element is disabled? Otherwise, why include those scripts? Shrug.


I think the internal clock always moves no matter what. It is necessary for determining combat. 

If I had to guess, I'd say the only thing that *might* stop the clock is the TimeStop spell. It's not part of the game, but the script is there, and there is a call to do a TimeStop effect. I haven't tested it though. I've read that the TimeStop spell does some really whacky things that break the game.