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opcode 243: destroy item charges - or generally, infinite-use items


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Except, damn, I guess that means abandoning the spellcasting speed/aura cleansing mechanics of regular spells. Using items seems to be 1) once/round... regardless of Alacrity? And 2) somewhat slow... not 'casting speed 10,' but not 'casting speed 0' either. And 3) Uninterruptible.

 

Hmm... not sure I can live with all 3 of those...

 

On the bright side I think an infinite-use quickslot misc item can work wonderfully as a toggle to turn spontaneous casting on and off.

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I would like to help, but it is unclear what exactly you need. The 'cast spell' opcodes use (have option to use) the same actions that you get with normal casting, so alacrity shouldn't be a problem.

Opcode 243 works on multiple items in the inventory. It can recharge items (which i didn't know)!

 

Speed of items is really a problem, especially if you use them to cast spells. Only the newest EE supports the targeting mode of 'self immediate' (7) in items.

Is that what you actually need? An item that casts your spells?

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2 different applications:

 

1) An item of type "miscellaneous" to be used from a quickslot. Activating it will increase the possessor's caster level and his spells will thus have a different function. The initial ability that increases caster level must be able to activate instantly, and the player must then immediately be able to cast a spell.

 

My brief test last night, on BGEE v2.4/iOS, indicates that header target 7 does not work. And when I use target 5, the item ability takes a couple seconds to activate. Seems to be a bit slow, like drinking a potion or something. H\What I need here is, using the item and then casting a spell should not be very much different (time-wise) from simply casting a spell in the on its own. Instantaneous effect, plus no aura clouding, is an absolute necessity. Also it must be usable at-will, infinitely.

 

(This is for my "spontaneous specialists" mod. Each specialist kit has the ability to use their memorized spell slots to cast any spell in their specialty school, instead of the memorized spell. So a conjurer with only magic missiles left in memory will always have the ability to instead summon a monster; and an invoker with only summoning spells memorized will always have the ability to instead blast away with magic missiles; illusionists with only Acid Arrows memorized will have the ability to turn invisible; etc.)

 

2) Psionics. I need 4 abilities to appear, each of which uses opcode 214 with header target 7 to choose from several other spells. This can be done via a quickslot item using opcode 214; or preferably, it can be an item in a different slot (headgear) with 4 ability headers to be activated from the "item abilities" button (each of which will use opcode 214 as described). These are my psionic powers. I've balanced the system around instantaneous use and with no aura clouding. While that is not an utter necessity, it would be ideal.

 

My psionics are casting time 0 and with no aura clouding (opcode 214, target 7, just like NRD) so you can use them more than once per round. However, each successive use imposes a brief casting speed penalty, so using them that quickly will force you to concentrate longer and harder, and be subject to interruption. I think it's a risk that works well, and I would like to preserve it. But to do so via an item, it must be able to activate (from a quickslot or from the item abilities button) as quickly as you can activate a spell from the innate abilities bar. That part seems to be in doubt.

 

(The ultimate point of moving these from the innates bar, where they currently work fine, is that at-will innate abilities jump over to the far right every time you use them, and it's driving me mad. Infinite-use items, coded as I described above, would keep the psionic/caster level abilities in the same place, which is good UI practice and makes it much more pleasant for the player to use them.)

Edited by subtledoctor
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Opcode 243 works on multiple items in the inventory. It can recharge items (which i didn't know)!

 

...

Wait, really?!? Is it a matter of setting a negative value in param 2?

 

it is the number of charges to subtract from the current charges. So, i guess, it works both ways.

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Confirmed that header target 7 does not work for a quickslot item. Shame.

 

Is it worth putting something on Redmine about it?

 

If not, I'm going to abandon this idea and go back to "follow the queen" at-will innate abilities. At least for spontaneous spell conversion. I'll have to think about/playtest whether it works okay for psionics...

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Btw here's a little screencast of my ipad showing how spontaneous specialist casting works using an item to toggle it on and off. Imoen the Illusionist goes back and forth between regular casting and spontaneous casting, and then casts an Illusion spell that she did not have memorized. We'll probably just use an innate ability as the toggle mechanism until items support header target 7.

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