Is there a way to trigger an effect upon casting a spell from a certain school? e.g. Getting a 6 second +1 bonus to luck upon casting a Necromancy spell.
Is there a way to trigger an effect upon casting a spell from a certain school? e.g. Getting a 6 second +1 bonus to luck upon casting a Necromancy spell.
Just patch all Necromancy spells to have the extra effect? (Gated through 177 if you need to limit it to a kit, or 326 if gated through a spellstate or something similar.)
Ah yes, of course... I've been away from NI for too long, it seems. Thank you
Thanks for the replies about the hex editing everyone -
To update everyone on the situation, I messaged JuliusBorisov about the situation. He said that while he couldn't get an official reply, he guessed that as long as you don't share the exe file itself, it should be OK to hex-edit the exe.
Just don't intend for players to get anywhere near that - interestingly enough there is no overflow protection on gold, so if you exceed 4,294,967,295 gold you roll-over back to 0. That's one way to reward cheaters,
Assuming mods that add earth elementals all code their class correctly... best bet is to take a pretty-heavily-modded install, use NI to search for all earth elementals, and inspect find something they all have in common. Class = 188 might work well, but I'd wager the animation field would work even more reliably.
There are two animations for earth elementals. How do I target both in a single code?
Thanks!
Edit: Actually, accordingly to Animate.ids there are three animations for Earth Elemental
COPY_EXISTING_REGEXP ~.*\.cre~ ~override~ READ_LONG 0x028 animation PATCH_IF (animation = 29472) OR (animation = 29473) BEGIN /*Air Elemental*/ WRITE_BYTE 0x063 50 WRITE_BYTE 0x05b 50 WRITE_BYTE 0x05a 50 WRITE_BYTE 0x05f 50 END PATCH_IF (animation = 57933) OR (animation = 57964) BEGIN /*Earth Elemental*/ WRITE_BYTE 0x05b ~-100~ WRITE_BYTE 0x05a 50 WRITE_BYTE 0x05f 50 WRITE_BYTE 0x05c 50 END PATCH_IF (animation = 29440) OR (animation = 29441) OR (animation = 57931) BEGIN /*Water Elemental*/ WRITE_BYTE 0x05b 100 END BUT_ONLY_IF_IT_CHANGES
It is essentially the same, but it should lead to a slightly faster install (as the copy every creature while reading their animation would only be done once), and it looks cleaner IMHO. A rule of thumb my IT teachers would always tell me is that if you copy paste a line of code, there's probably something you could have done better.
Could one make a spell with different effects asking for a save for one type, but with different penalties? Like for instance, a spell that: Kill the creature if it fails a save vs death at -4. Disintegrate the creature if it fails a save vs death at 0.
With both effects in one ability, no intermediate spells or anything.
If so, will it only do one throw or will it reroll for the second effect? Let's say my character has a saving throw vs death stat of 15 and rolls an 16. Will it take that one throw into account for both the effect that asks for a save with no penalty (which will be successful) and the one that asks for a save with a -4 penalty (which will be unsuccessful) or will it roll another time for the second effect? Or will it not work at all?
@Arunsun I'm failing to see why the normal way would be a problem:
Spell X
Effect 1 (Kill). Saving Throw vs Death -4 penalty
Effect 2 (Disintegrate). Saving Throw vs Death
---
Worst case scenario you can apply a small interval (1 second) between each effect - doing this will allow the target to save twice.
---
I'm over 23h awake, so excuse me if I missed something.
Some spells in 3E and 5E deal a certain amount of damage, and if the target is brought down to lower than -10 HP, its body is disintegrated. What I want is somewhat close to that behaviour, but using saving throws. So there might not be any problem, maybe this: Effect 1 (Kill). Saving Throw vs Death -4 penalty
Effect 2 (Disintegrate). Saving Throw vs Death
Will work as I intend to, but I would like to know how the game handles it. Will each effect roll its separate save? Or will the spell roll a single Saving Throw despite the multiple effect requiring a save with a different penalty, and the effects will or will not be applied, separately, based on that one Saving Throw (which would be what I want)? I know that if the effects within the spell ability have the same type of saving throw (e.g. death) and penalty (e.g. -4) they will all be applied or not applied based on a single Saving Throw. But if they have the same type and different penalty do they each take a roll?
The string is hardcoded (well you could remove it, but it'd probably remove it for all poisons). You could try using Protection from Display Specific String [267] to block it, but there's a better way. Use Apply Effect on Condition [272] with Frequency set to 1 and Type set to 3. For the resource make a spell that deals damage to the target. It will reapply the spell every second.
Comments
3) That's true, I totally forgot this. Hope Beamdog didn't.
Thanks, @Arunsun
To update everyone on the situation, I messaged JuliusBorisov about the situation. He said that while he couldn't get an official reply, he guessed that as long as you don't share the exe file itself, it should be OK to hex-edit the exe.
I believe it is safe to move forward!
I want to take ALL the earth elementals from a game and make it immune to electricity. I made a quick test using: But with no success.
A little help?
Can I use this instead: Edit: Yes, I can.
Thanks!
Edit: Actually, accordingly to Animate.ids there are three animations for Earth Elemental
I'll leave the complete code just in case someone as green as I read this:
Those values were copied from Animate.IDS. The values were converted from Hexadecimal to Decimal (I use this site to do so).
A rule of thumb my IT teachers would always tell me is that if you copy paste a line of code, there's probably something you could have done better.
Like for instance, a spell that:
Kill the creature if it fails a save vs death at -4.
Disintegrate the creature if it fails a save vs death at 0.
With both effects in one ability, no intermediate spells or anything.
If so, will it only do one throw or will it reroll for the second effect?
Let's say my character has a saving throw vs death stat of 15 and rolls an 16. Will it take that one throw into account for both the effect that asks for a save with no penalty (which will be successful) and the one that asks for a save with a -4 penalty (which will be unsuccessful) or will it roll another time for the second effect? Or will it not work at all?
Spell X
Effect 1 (Kill). Saving Throw vs Death -4 penalty
Effect 2 (Disintegrate). Saving Throw vs Death
---
Worst case scenario you can apply a small interval (1 second) between each effect - doing this will allow the target to save twice.
---
I'm over 23h awake, so excuse me if I missed something.
So there might not be any problem, maybe this:
Effect 1 (Kill). Saving Throw vs Death -4 penalty
Effect 2 (Disintegrate). Saving Throw vs Death
Will work as I intend to, but I would like to know how the game handles it.
Will each effect roll its separate save? Or will the spell roll a single Saving Throw despite the multiple effect requiring a save with a different penalty, and the effects will or will not be applied, separately, based on that one Saving Throw (which would be what I want)?
I know that if the effects within the spell ability have the same type of saving throw (e.g. death) and penalty (e.g. -4) they will all be applied or not applied based on a single Saving Throw. But if they have the same type and different penalty do they each take a roll?
Thanks!
The string is hardcoded (well you could remove it, but it'd probably remove it for all poisons). You could try using Protection from Display Specific String [267] to block it, but there's a better way. Use Apply Effect on Condition [272] with Frequency set to 1 and Type set to 3. For the resource make a spell that deals damage to the target. It will reapply the spell every second.
The string is applied by "EFFTEXT.2da" by opcode.