Turn Undead. Can anything be done with it?
Goida
Member Posts: 118
This is a spell that the engine casts internally. Although there is no SPL listed, I know that this ability uses the #0 projectile and belongs to the NONE school of magic, and is of the NONE spell type. The controlling function applies the Control Creature effect, and the blow-up the Kill effect. Unfortunately, way too many other spells, abilities and weapons do too, so latching on to those features to change how Turning works isn't going to work. Is there anything that can be done with it? And is there any problem with changing spells and weapons that use the #0 projectile so they use another one, also instantaneous and invisible? I don't think there are any mods that prevent or block or reflect the #0 projectile, for just these reasons, so there seems to be no risk in a wide conversion. Perhaps PRO files that use #0 in Secondary Projectile can be patched with the replacement, too.
This is all a long shot, but, since the patching is only going to affect existent SPL and PRO and ITM files, the invisible SPL of Turning is going to be left alone in its own little world with #0. Then it should be possible to patch undead so they react to that projectile in more interesting ways. I have a notion of a struggle of wills between turners and the more powerful undead - liches, vampires, spectres, where the result may be that the priest himself gets "turned" instead. I can already do this for evil-aligned priests with a reflection of the Control creature effect, and it is very nice - they go red and turn on the party. Then I could change a spell like Remove Curse to remove that, and so on. This part is easy. But I would like to bounce back also the more usual fear effect and the good and neutral-aligned blow-up. Testing this last with a high-level Yeslick was one of the more entertaining spectacles I've got to see lately.
This is all a long shot, but, since the patching is only going to affect existent SPL and PRO and ITM files, the invisible SPL of Turning is going to be left alone in its own little world with #0. Then it should be possible to patch undead so they react to that projectile in more interesting ways. I have a notion of a struggle of wills between turners and the more powerful undead - liches, vampires, spectres, where the result may be that the priest himself gets "turned" instead. I can already do this for evil-aligned priests with a reflection of the Control creature effect, and it is very nice - they go red and turn on the party. Then I could change a spell like Remove Curse to remove that, and so on. This part is easy. But I would like to bounce back also the more usual fear effect and the good and neutral-aligned blow-up. Testing this last with a high-level Yeslick was one of the more entertaining spectacles I've got to see lately.
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I'm going to have to patch spells that use those Kill EFFs, there are a few. But I got it! I would post the image of level 33 Yeslick after turning my experimental skeleton, but there isn't much to see...
What I need now is to home in on the fear effect for lower-level turning. It isn't Panic.
The entry in PROJECTL.ids is also hardcoded to an internal projectile, changing the entry in PROJECTL.ids doesn't have any effect.
Turn undead doesn't use an opcode for low-level turning undead:
Against non-party members, being turned imposes action RunAwayFrom(object,timer) (or similar) directly on the creature. The only "effect" applied is the visual.
Against party members (Paladins), being turned applies op24, bypassing immunity to it, for (40 seconds - Paladin level).
Being controlled by a cleric applies op241, charm type 4, for 1 turn.
Being chunked by a cleric applies op13, p2=8 (chunked death).
Immunity(op102) and Reflection(op198) to op13 can only effect op13 directly, not when it's applied by other sources (op55, op238), so your not at a risk of reflecting "Slay" or "Disintegrate", even if they weren't immune to them.
If I can get 363 to work for priests and turning, I should be able to force them to stand still while doing it. I don't generally like to make changes that reduce or restrict anything, less is a bore, but running around and dodging while supposedly calling on one's god, and in reality just waiting for more dice rolls in the AOE, is moldy cheese.
And yes, using the holy symbol to turn is going to be a part of the mod. If this gets made. In fact, a holy symbol is required for turning according to the Player's Handbook.