Set Spells/Round to 2 - how?
Svengali
Member Posts: 9
I'm trying to create an effect to cast 2 spells per round, one very 3 seconds instead of the default 6 seconds.
I'm working with DLTCEP. There is the "Increase Spellcasting Speed" effect, which says "Set the Spells/Round parameter to the number of spells to be able to cast in a single round."
Unfortunately, any value for the Spells/Round parameter, including 0, works like Improved Alacrity: cast the next spell as soon as you're done casting. I want to create this 3 second delay between casts. Is it possible?
Thank you.
I'm working with DLTCEP. There is the "Increase Spellcasting Speed" effect, which says "Set the Spells/Round parameter to the number of spells to be able to cast in a single round."
Unfortunately, any value for the Spells/Round parameter, including 0, works like Improved Alacrity: cast the next spell as soon as you're done casting. I want to create this 3 second delay between casts. Is it possible?
Thank you.
1
Comments
How about an instant spell that casts the 'aura clense' opcode when it's cast, then at 3 seconds, then every 6 seconds (0s, 3s, 9s, 15s...) ? Unless I'm missing something it should do what I need with a hell of a lot less work, assuming the opcode exists and I can find it [Edit: it would have to be cast every 3 seconds, not every 6 as I calculated.]
Edit: Hmm if not maybe I could use Daer'Ragh's Aura Cleansing (the effect behind Improved Alacrity) with as short a duration as possible.
BTW, the opcode subtledoctor mentioned and the one you are mentioning are the same--there's just one opcode to remove the waiting time between casting spells.
I've not worked with WeiDU before, I'd better get to work installing and learning it. Thank you for the lead!
Two problems I've run into:
1. Getting the alacrity effect to run as an instant. I can make it a 1 second effect, but if I set it's duration to 0 it doesn't work, and the duration variable requires an integer. This is a problem as it will allow me to cast endless '0 cast time' spells during that second. Hmmm, maybe placing the effect on an item and somehow getting it to automatically switch every 3 seconds...?
2. Even when the effect triggers, the game does not register it as it does the end of a round. If I have a spell queued it will not start casting it until round is over (6 seconds), even though it could be cast mid way through (at 3 seconds). If I manually give the cast command after the alacrity effect has taken place (and before the end of the round) it will work, but otherwise the game waits for the round to be over. I expect this to be impossible to solve, I could potentially work around it by having a color change/sound trigger with the effect so I know when I'm free to cast the next spell, but this is not what I envisioned.
I also used the method described earlier to create a 24 hour Find Traps spell, that checks for traps every 2 seconds. The problem is that I have to deactivate the "Actions" feedback, or it will notify me of every single Find Traps action (every 2 seconds I get a line of text telling me Rincewind searched for traps). But if I disable action messages I won't be notified what spells my opponents have cast
An update, while playing I felt that a spell every 3 seconds is a little too much (it was not so different from persistent alacrity) so I changed the spell to cast 1 second of alacrity every 4 seconds. But before I activated it, I played a little without at and found out 1 spell every 6 seconds is just right. The irony.
Also, the method I used for casting spells periodically is flawed (create spell A, then spell B to cast spell A 10 times every 3 seconds, then spell C to cast spell B 10 times every 30 seconds, etc.). After leaving Irenicus' dungeon I got about 6 find traps messages at once (every 2 seconds), meaning the spell somehow got scrambled and it was no longer working as intended. I had to remove about a thousand active effects with EEKeeper to get rid of it (not willing to rest a couple times until it expires). Same thing happened with the intermittent alacrity, effects kept piling up.