Daxtreme Posted December 8, 2016 Share Posted December 8, 2016 Hey, I was just wondering... is there a way to work with contingency conditions? I have 2 issues with Contingency, either in SR or the vanilla game. 1. The HP detect function is too slow. When you fall below 50% HP, it takes too long for the game to trigger the contingencies and many times they fire when I'm dead. I'm a mage soloclass so my HP pool is really low, and there isn't anything above 50%. 2. The "Hit" detection function is dumb because it detects anything that hits you, even if you're protected from the enemy by either Stoneskin/Protection from Magical Weapons/Prismatic Mantle. What it should do is register when you are hit for actual damage (anything above 0) Which brings me to... If the "Hit" detection function can't be changed (hard-coded), then maybe a new category can be created? I would suggest 75%, or 90% even to allow for time for the contingency to fire when you take damage! If a new category can't be created, maybe change the 10% one (which is useless anyway) to 75% or 90%? Maybe both of these can't be changed? If that's the case well, bummer. But who knows, maybe they can What do you think? Link to comment
Fiann of the Silver Hand Posted December 8, 2016 Share Posted December 8, 2016 Those % options are likely hardcoded. A better question might be if a memorized contingency can be forced to fire via script. Link to comment
kreso Posted December 8, 2016 Share Posted December 8, 2016 Those % options are likely hardcoded. A better question might be if a memorized contingency can be forced to fire via script. Afaik yes. AI does use scripts to cast them. Hey, I was just wondering... is there a way to work with contingency conditions? I have 2 issues with Contingency, either in SR or the vanilla game. 1. The HP detect function is too slow. When you fall below 50% HP, it takes too long for the game to trigger the contingencies and many times they fire when I'm dead. I'm a mage soloclass so my HP pool is really low, and there isn't anything above 50%. 2. The "Hit" detection function is dumb because it detects anything that hits you, even if you're protected from the enemy by either Stoneskin/Protection from Magical Weapons/Prismatic Mantle. What it should do is register when you are hit for actual damage (anything above 0) This so reminded me of KR berserker....lol. Tobex had some stuff that affected the trigger check period; I don't know if EE adopted this or not, and even if it did I don't know where is it or how to use it, or what would be the effects of this. Fwiw: - never use hp-based contingency on your mages. This was the bane of many no-reload games. - new Deflections + 318 EE opcode might work to prevent the idiocy of "trigger on hit when no hit was made", at least for spells (not sure) - helpless works afaik - when you're sure contingency should trigger but it doesn't, try pausing your game until it does. Other than that - the irony of contingency is there are indeed better conditions available via 232 opcode, like "took damage" (cast spell on condition). But what can and cannot go into contingency spell is very likely to be hardcoded. Link to comment
subtledoctor Posted December 8, 2016 Share Posted December 8, 2016 You can play around with this information, re-making the contingency spells with opcode 232 instead: https://forums.beamdog.com/discussion/59349/cast-spell-on-condition-232-trigger-check-frequency But there could be issues, conflicts with how many contingencies you can have active and the EE's ability to list them for you in the UI... Link to comment
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