Changing spell duration's
Necromanx2
Member Posts: 1,246
I am trying to see where spell duration's can be changed with NearInfinity. Can someone help me understand what drives spell duration and what I need to change to have a spell last 1 turn/level?
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Duration of timing mode 1 (Instant/Limited) is defined in seconds. One turn is 10 round, one round is 6 seconds, so duration for one turn is 60 seconds. There are also timing modes using ticks instead (1/15th seconds), but they are rarely used by spells.
In the worst case you have to adjust dozens or hundreds of effects manually (e.g. for spells with level-dependent durations). Afaik, DLTCEP provides some kind of automatism to help set up level-dependent values quickly. But I haven't used it yet, so I can't say how useful it might be in your case.
I am trying to change the duration of the Water elemental summons from FnP. So I used NI to open spell file B_PR602.SPL to try to change the spell duration to 1 turn/level. I just don't see anything that seems to show what you @argent77 and @subtledoctor note above?
I am totally new to this modding stuff, so I am sorry that I am ignorant of even basic things.
2. Select ability structure and open it with double-click or "View/Edit" button
3. Select the effect to adjust (double-click or "View/Edit" button to open substructure)
4. Look for "Timing mode" and Duration fields
5. Select "Duration" and enter the desired value
Rinse and repeat for all effects with duration or delay. This will add up quickly if you have to do it for multiple ability structures.
I am not sure what I need to set to make the summon last 1 turn / level?
EDIT: I think I see the light. Let me play a bit.
EDIT2: I see how to do it. Thanks!
Can I ask your help on something else. How would I turn the summoned elemental AI off?
EDIT: I figured it out. Thanks again for the help on changing duration!
It works excellently on all but one aspect. For the recurrent effects such as HP regeneration by the why are only made once, and not repeated every ~7 second as intended. I have looked into the way Melf's Acid Arrow works to se how it repeats the effect depending on caster level, but here the effect is created by creating new effect, which is rather extensive.
Is there another way to make an effect repetitive by itself?
Thanks a lot for the advice.
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