Opcode 363 (Movement rate check)
Goida
Member Posts: 118
I was going to test and study this effect myself, but I realized that there are too many variables and I could be loading games until Doomsday. Just how does it work? Someone please tell me. Shamans have it built into their SPSH004 spell, and the higher-level versions too, and it works to keep them from moving, or else the dancing stops. There are two "bard song" checks here: first, the shaman dance replaces the bard song, and second, the SPSH004 et al are "Bard song" type spells. I don't know which one does it, but this spell, cast separately on another creature with a different modal action, doesn't stop and get cancelled when the character moves. What do I want to do? To make a spell of my own with lasting effects that will be nullified if the character moves while in the TURNUNDEAD mode. Effectively this will keep characters standing on the spot while turning, or they will risk blow-up/domination from a turning reversal.
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Special Field: Modal State The next time the targeted creature(s) moves while using the specified Modal action, that Modal action ends, this effect ends, and all effects with a matching Parent Resource of this effect are removed from the creature.
This effect is only applied to the creature if it is currently in the specified Modal action.
Once applied, the target can manually end the modal action before moving to allow themselves to move without triggering this effect.
If applied in an EFF file, the "Parent Resource" field must be manually specified.
Opcode 232 has a "Turned()" trigger, but cannot target the one who turned them with it's spell, and the effect takes place after any effects of the turning, so it can't be used to block/reflect it.