Jump to content

Determing the Length of a Spell Effect


JediMindTrix

Recommended Posts

This is just the duration, correct? I came across a spell that claims it works for 1 turn - however, all the damage effects have their duration set to zero. So I think I came across a bug, unless I am missing something. Can anyone confirm or debunk my assessment?

 

EDIT: when setting value's for things like THAC0 on items, or 'savebonus' in an ALTER_EFFECT, are the values expressed as they would be in game? That is, if a spell has -2 to save, would you express that in Weidu as (0 - 2)?

Link to comment

This is just the duration, correct? I came across a spell that claims it works for 1 turn - however, all the damage effects have their duration set to zero. So I think I came across a bug, unless I am missing something. Can anyone confirm or debunk my assessment?

Duration in combination with timing mode determines when and how long an effect triggers. A damage effect generally happens instantaneously. What spell are you looking at that seems strange?

 

EDIT: when setting value's for things like THAC0 on items, or 'savebonus' in an ALTER_EFFECT, are the values expressed as they would be in game? That is, if a spell has -2 to save, would you express that in Weidu as (0 - 2)?

Yes, generally. You might need to tread carefully with THAC0/AC bonuses. For these effects, a positive number is usually a good thing, where it has the effect of reducing your THAC0/AC by that amount. Check the IESDP effects page and similar spells as a guideline. P.S. 2nd Edition is stupid.

Link to comment

P.S. 2nd Edition is stupid.

Well, it actually kinda depends on what expressions habits you have, saying things like "reducing/penalty/bonus/'noun' of -2" will get you always in to trouble. But you have the option to not to ever use that gramatical expression.

Also note that the -2 can also be expressed as 4294967294(the reason being that as the save throws have a dword (or 2^32) bits number determinent, the base number is 4294967296 to which the -2 sets it back to 4294967294). :silent whistle:

Link to comment

2E stuff aside, I've had problems using negative values in the various xxx_EFFECT functions. For example, if I want to hit a creature with an AC penalty, I might try:

COPY_EXISTING ~me.cre~
LPF ADD_CRE_EFFECT INT_VAR opcode=0 parameter1=-1 END
That doesn't work, even though I've confirmed that the opcode can take negative values in the parameter1 field. What's the correct syntax there?
Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...