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Set Attacks Per Round Effect

GreenerGreener Member Posts: 430
I'm having difficultly using the set attacks per round spell effect

I'm able to increase a characters attacks per round above their base, but I'm unable to set attacks per round below their base, if there base is 2 even setting attacks per round to 1 still yields 2 attacks per round

Any ideas?

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  • The user and all related content has been deleted.
  • GreenerGreener Member Posts: 430

    I think there is an option for one of the parameters that sets the "final value" or something like that. I know there is a halberd in BGEE the limits you to 1 APR...

    But, I have been unsuccessful setting APR to a low value in a spell. So I'm not sure if what I said is helpful, or if this is even possible.

    Thank you, I have run into a similar obstacle. I can set the APR to 1 using an item but I am unable to decrease it with a spell (only increase it)
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  • GreenerGreener Member Posts: 430

    Actually that seems unintended. Probably worth a report on Redmine.

    Submitted

    http://support.baldursgate.com/issues/25717
  • kjeronkjeron Member Posts: 2,368
    Using "Set" Parameter 2 option to set APR to 1 does nothing for a PC, as every PC's base APR is already 1. If, however, you Set APR to 1/2 you will see it decrease. Warrior APR bonuses will still get added on afterwards. You can "Set" APR to 1 for the monsters/NPC's that have a Base APR higher than one and it will drop as expected.

    The "Set Final" Parameter 2 option only works with the Equipped timing modes(2-5-8). It does not work for the limited or permanent timing modes. This is regardless of whether the effect is on an item or a spell.

    You can have a spell Set Final APR to 1 for a duration, it's just more complicated that it maybe should be.
  • GreenerGreener Member Posts: 430
    kjeron said:

    Using "Set" Parameter 2 option to set APR to 1 does nothing for a PC, as every PC's base APR is already 1. If, however, you Set APR to 1/2 you will see it decrease. Warrior APR bonuses will still get added on afterwards. You can "Set" APR to 1 for the monsters/NPC's that have a Base APR higher than one and it will drop as expected.

    The "Set Final" Parameter 2 option only works with the Equipped timing modes(2-5-8). It does not work for the limited or permanent timing modes. This is regardless of whether the effect is on an item or a spell.

    Thank you, that was my experience as well

    kjeron said:


    You can have a spell Set Final APR to 1 for a duration, it's just more complicated that it maybe should be.

    I have not been able to this to work...I've posted a bug report on redmine?
  • kjeronkjeron Member Posts: 2,368
    Greener said:


    I've posted a bug report on redmine?

    And that is for the best, having the "Set Final" option functional for non-equipped timing modes would definitely be the ideal solution.

    But currently, if you set the timing mode to "while equipped" in a spell, the Set Final option works. The problem is that the "while equipped" timing mode cannot specify duration(its permanent), and is not saved when you save the game. An always true Cast spell on Condition effect can reapply the effect after loading, and a Remove Effects by Resource effect can properly "end" the effect using its parameter2 = 1 option after the desired duration.

    So you would need 2 spells:
    Application Spell:

    Effect1: Cast Spell(opcode 146)
    Parameter2: 1 (Instant)
    Resource: ~subspell~
    Effect2: Remove Effects by Resource(opcode 321)
    Parameter2: 1 (Equipped effects)
    Timing: 4 (Delayed)
    Duration: ~duration~
    Resource: ~subspell~
    Effect3: Cast Spell on Condition(opcode 232)
    Parameter2: 20 (Condition:(HP < %)
    Duration: ~duration~
    Resource: ~subspell~
    Special: 102 (102% HP)[Don't use 101, it triggers the "a contingency has fired" feedback every time]
    Subspell

    Effect1: Remove Effects by Resource(opcode 321)
    Parameter2: 1 (Equipped effects)
    Resource: ~subspell~
    Effect2: Modify Attacks per Round(opcode 1)
    Parameter1: 1 (1 APR)
    Parameter2: 3 (Set Final)
    Timing: 2 (While Equipped)
    Effect3+: Whatever else you want the spell to do.
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  • GreenerGreener Member Posts: 430
    edited August 2016
    @kjeron
    Excellent, thank you!
  • GreenerGreener Member Posts: 430
    edited August 2016
    kjeron said:

    Greener said:


    I've posted a bug report on redmine?

    And that is for the best, having the "Set Final" option functional for non-equipped timing modes would definitely be the ideal solution.

    But currently, if you set the timing mode to "while equipped" in a spell, the Set Final option works. The problem is that the "while equipped" timing mode cannot specify duration(its permanent), and is not saved when you save the game. An always true Cast spell on Condition effect can reapply the effect after loading, and a Remove Effects by Resource effect can properly "end" the effect using its parameter2 = 1 option after the desired duration.

    So you would need 2 spells:
    Application Spell:

    Effect1: Cast Spell(opcode 146)
    Parameter2: 1 (Instant)
    Resource: ~subspell~
    Effect2: Remove Effects by Resource(opcode 321)
    Parameter2: 1 (Equipped effects)
    Timing: 4 (Delayed)
    Duration: ~duration~
    Resource: ~subspell~
    Effect3: Cast Spell on Condition(opcode 232)
    Parameter2: 20 (Condition:(HP < %)
    Duration: ~duration~
    Resource: ~subspell~
    Special: 102 (102% HP)[Don't use 101, it triggers the "a contingency has fired" feedback every time]
    Subspell

    Effect1: Remove Effects by Resource(opcode 321)
    Parameter2: 1 (Equipped effects)
    Resource: ~subspell~
    Effect2: Modify Attacks per Round(opcode 1)
    Parameter1: 1 (1 APR)
    Parameter2: 3 (Set Final)
    Timing: 2 (While Equipped)
    Effect3+: Whatever else you want the spell to do.
    Using your example I have managed to pair it down to two effects in the original spell:

    Type: Modify attacks per round (1) Target: Self (1) Power: 0 Value: 1 attack per round (1) Modifier type: Set final (3) Timing mode: Instant/While equipped - 2 Dispel/Resistance: Not dispel/bypass resistance (2) Duration: 6 Probability 1: 100 Probability 2: 0 Unused: 00 00 00 68 86 40 00 05 h # dice thrown/maximum level: 0 Dice size/minimum level: 0 Save type: ( No save ) Save bonus: 0 Special: 0 and Type: Remove effects by resource (321) Target: Self (1) Power: 0 Unused: 0 Type: Equipped effects list only (1) Timing mode: Delay/Limited - 3 Dispel/Resistance: Not dispel/bypass resistance (2) Duration: 6 Probability 1: 100 Probability 2: 0 Resource: KENSAIG.SPL (Deathblow) # dice thrown/maximum level: 0 Dice size/minimum level: 0 Save type: ( No save ) Save bonus: 0 Special: 0
    Thank you
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