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Buster Sword

A friend of mine came up with idea for a weapon: the Buster Sword from Final Fantasy VII with omni-slash. The idea was to have magic swords spawn when a target is hit. Problem is I can't seem to get it to work. I'm using Mordenkainen's Sword as a base spell to summon the swords. I tried to use opcode 146. Didn't work. Read someone used 248 to link to 146. Still didn't work.
I know the spell works. I tried it by itself. I just need it to cast when a target is hit. After getting it to work, I'm gonna lower the chance of the swords spawning, maybe down to 5% or 10%.

Comments

  • chimericchimeric Member Posts: 1,163
    edited September 2017
    Put Use EFF File in the effects of your sword's Melee ability, EA = ANYONE. Point the EFF file to Summon creature (opcode 67), choose allegiance of the swords, which also sets where they will appear. I usually pick 4 to make creatures appear next to the summoner, but you can choose 2 to have them pop up next to the target. If you don't want the puff of smoke that comes with summoning, type the name of another VVC effect in the Resource 2 field. If you don't want any effects, type in shskull.

    By the way, your question just now inadvertently let loose a brainstorm in my head for a mod I'm making. Eureka, I think.
  • extremeragnarokextremeragnarok Member Posts: 23
    edited September 2017
    Did all that, finally got it to work, fixed the allegiance issue I was having, but I'm still having issues with the number of spawns. I just want 1 at a time, not 19. Here's the melee effect:

    Type: Use EFF file (177)
    Target: Everyone (4)
    Power: 1
    IDS value: ANYONE - 0
    IDS target: EA.IDS (2)
    Timing mode: Instant/Permanent - 9

    Here's the EFF:

    Type: Summon creature (67)
    Target: Self (1)
    Power: 1
    Allegiance: From CRE file (2)
    Timing mode: Instant/Permanent
    Duration: 12
    Post edited by extremeragnarok on
  • chimericchimeric Member Posts: 1,163
    edited September 2017
    "Everyone" means everybody on the map. Use Self instead, or Original Caster. Although, if you want a battle between floating swords of good and evil, you can make them the caster's allegiance in the EFF and choose Preset target.
  • extremeragnarokextremeragnarok Member Posts: 23
    Tried self, original caster, none, preset target, all of them. The only targets that work are the "Everyone" targets. Might just be a lost cause.
  • chimericchimeric Member Posts: 1,163
    Well, if you're giving up already, I won't waste time thinking about your case...
  • extremeragnarokextremeragnarok Member Posts: 23
    I said might. The whole point of the sword was Omnislash, and I had put a bit of effort into the bam. I haven't given up, but I'm not sure where to go at this point. I'm back to thinking trying to get it to cast the spell I made, maybe through an EFF.
  • extremeragnarokextremeragnarok Member Posts: 23
    Aaaaaaaand I tried that again, and it didn't work.
  • chimericchimeric Member Posts: 1,163
    edited October 2017
    Look, what is it exactly that you're trying to do? When a target is hit by the Hand sword, your hand-made Floating sword CRE should appear next to the target, right? That's all? If so, all you should need is: 1) In the effects of the Hand sword's strike, Use EFF File, 2) in the effect, Target = Preset target (if you want the struck creature to use the EFF) or Self (if you want the wielder of the Hand sword to use the EFF), EA = ANYONE, 3) in the EFF file target = Preset Target, fill the CRE reference field, 4) the CRE should have an animation. Does it? Maybe you've changed it to NULL and forgot? And do you have the Probability 1 percentages everyone at 100? It's stupid mistakes like these that get people early on.

    If you can't figure it out, fork off consecutively: instead of Use EFF, put Cast spell, Cast instantly, in the hit effects, to see if ANYTHING happens on hit. Write SPWI001 in the resource field of the spell. You can't miss it if it happens. Worked? Good, then the strike does something. Next, put a Use EFF there again, but this time make it a Cast spell one, same resource. Bada-bing bada-boom? Good, then the EFF is working. Keep moving along the chain and you'll find your error.
  • extremeragnarokextremeragnarok Member Posts: 23
    edited October 2017
    I appreciate the help. All I'm trying to do is have a 10% chance for a floating sword to spawn on hit. During this testing phase I've increased the probability to 100%. The changing the values in the numerical fileds didn't do anything, and changing the other fields resulted in all or nothing.
    On a side note, it was kinda funny when I had the allegiance messed up and 19 hostile swords spawned. My character hit again and more spawned.
  • chimericchimeric Member Posts: 1,163
    The probabilities might be messed up in the EFF file. I've seen that happen. You should be able to change them either earlier, in the on-hit effect properties of the weapon, or later, in the spell, if your EFF is a Cast Spell. But get rid of the Everyone target.
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