Can spells be overwritten instead of protect from themselves?
shohy
Member Posts: 9
In BGEE many spells are given effects to protect from themselves. Those effects prevent such spells from stacking up.
But in this case, a spell casted again before expiration is invalid and wasteful, and a spell must be casted again immediately after expiration to keep effects. Such spells are not flexible for casters.
We may refer to spells in NWN, which overwrite the previous spell effects when casted again.
Maybe we require a new IE effect that can remove all effects with a certain resource from a creature. The new effect will make spell effects overwriting available, and will also help a lot to combat script and MOD work.
But in this case, a spell casted again before expiration is invalid and wasteful, and a spell must be casted again immediately after expiration to keep effects. Such spells are not flexible for casters.
We may refer to spells in NWN, which overwrite the previous spell effects when casted again.
Maybe we require a new IE effect that can remove all effects with a certain resource from a creature. The new effect will make spell effects overwriting available, and will also help a lot to combat script and MOD work.
1
Comments
I have never noticed it.
Another question, can effects with a certain resource on a creature be detected in scripts?
In current scripts, effects on creature are detected with 'StateCheck' and 'HasImmunityEffects' etc, yet the detectable states and effects are restricted to a small sheet. There're still many undetectable spell effects.
If the spell name (and also effects resource on a creature) can be detected, for example, a new ScriptTrigger 'HaveEffectRES(spcl907)' can return a result to check whether a Hardiness is taking effect on a target, smarter combat scripts will be available.