Cast Spell On Condition [232] trigger check frequency
Unperson
Member Posts: 29
Hey,
Is it possible to change how often the game checks for opcode 232 trigger conditions?
The current behavior, which is used by player Contingency spells (but also by trolls to determine when they have to fall down etc) is fairly unresponsive. Too often, by the time the game realizes a Contingency should fire, you will no longer need it either because you have handled the problem otherwise, or because you are already dead. It's another of those things that subtly handicap the player compared to the AI -- its contingencies fire immediately because they don't actually use opcode 232, working off their assigned scripts instead, which also allows them to use conditions not available to the player. But I digress. The split-second responsiveness makes AI mages much more unassailable than a PC mage could ever be. In short, AI contingencies work as advertised, player contingencies very much do not.
There was a TobEx config parameter that allowed the check interval to be user-defined, with the usual warnings that the game may lag, etc. With the EE incorporating many of the functionalities of TobEx, has this been added? If not, is it possible to emulate that behavior somehow?
Is it possible to change how often the game checks for opcode 232 trigger conditions?
The current behavior, which is used by player Contingency spells (but also by trolls to determine when they have to fall down etc) is fairly unresponsive. Too often, by the time the game realizes a Contingency should fire, you will no longer need it either because you have handled the problem otherwise, or because you are already dead. It's another of those things that subtly handicap the player compared to the AI -- its contingencies fire immediately because they don't actually use opcode 232, working off their assigned scripts instead, which also allows them to use conditions not available to the player. But I digress. The split-second responsiveness makes AI mages much more unassailable than a PC mage could ever be. In short, AI contingencies work as advertised, player contingencies very much do not.
There was a TobEx config parameter that allowed the check interval to be user-defined, with the usual warnings that the game may lag, etc. With the EE incorporating many of the functionalities of TobEx, has this been added? If not, is it possible to emulate that behavior somehow?
3
Comments
[spoiler]
Changing the Contingency spells into Sequencer Spells: Duplicating the Sequencer sub-spell for the Contingency spell: Using different Hotkey's for different conditions or the same Hotkey to cycle through conditions in the character's script: [/spoiler]
If you want better Troll deaths, I made a mod for that some time ago:
https://forums.beamdog.com/discussion/38287/trolls-unconscious-on-demand#latest
It's a bit tedious to script all the trigger/target combinations for a Chain Contingency, but it's way more responsive that way. I think I have it working, I just have to test it a bit to see if the state checks are correct, and it'll be good to go. This method is also more flexible in that it allows the player to deactivate the contingency checks on the fly, thus not "wasting" contingencies on the first goblin and forcing you to rest to set it up again.
Unfortunately I can't WeiDU my way out of a wet paper bag, so that may be a while...
edit: also happens with Feeblemind.
[spoiler] [/spoiler]
This of course assumes that there is a spwi908d.spl and the original spwi908.spl was modified, as per kjeron's post.