natef Posted May 14, 2007 Share Posted May 14, 2007 Hello! I'm trying to modify Magic Missile so that by tenth level I'll have 10 missiles. But i can't seem to get it right. I'm using Near Infinity and i've tried copying and pasting the spell effects, but it doesn't work. I've also tried creating my own additional spell effect, but when i returned to the game it crashed as soon as i selected mage spells. What is it that I'm supposed to do? Is there another part of the spell i need to rescript? Or am i using the wrong spell? (SPWI122.SPL) Link to comment
Demivrgvs Posted May 16, 2007 Share Posted May 16, 2007 I'm modding too several spells and i've run in some crashes too for no apparent reason. I never really understand why but some things cannot be done to spells...probably to make magic missile fire more than five missile you have to change the projectile file. Link to comment
Miloch Posted May 16, 2007 Share Posted May 16, 2007 The best place to go for a reference for this sort of thing is the IESDP and look at BG2 Effects, IE File Formats for spells, etc. If for example you give a spell effect an invalid value or even certain supposedly "valid" values, it will cause crashes. Link to comment
igi Posted May 17, 2007 Share Posted May 17, 2007 As I recall, the magic missile projectile is hard-coded, and cannot have more than 5 missiles. Link to comment
Caedwyr Posted May 17, 2007 Share Posted May 17, 2007 Would it be possible to just play the 5 magic missile animation twice? Link to comment
Demivrgvs Posted May 17, 2007 Share Posted May 17, 2007 I didn't know magic missile projectile was hard-coded...but than again it's just strange i've pointed out the problem with the first try! But i was thinking...what about making the spell work as a relased minor spell sequencer or something like that? A spell sequencer can fire up to 15 magic missile at once...so maybe there's a way to reproduce it. Furthmore you can just raise the damage dealt by the missiles and you'll get the same effect. P.s Actually i think magic missile is already a really great spell...especially if you keep in mind it's a 1st level spell! Link to comment
devSin Posted May 18, 2007 Share Posted May 18, 2007 There are up to 10 or 11 magic missile projectiles. The travel algorithm is the same for all of them, though, so it's not as cool as it might sound (they all spread out in a straight line -- with the maximum number, it takes a comparatively long time for the final missiles to even hit the target, not to mention that they fly out through walls and stuff). Link to comment
Echon Posted May 18, 2007 Share Posted May 18, 2007 11 is the maximum amount of missiles. They use the projectile types 68 to 78. -Echon Link to comment
igi Posted May 18, 2007 Share Posted May 18, 2007 5, 10, 11, whatever. It's still hard-coded. Link to comment
Caedwyr Posted May 18, 2007 Share Posted May 18, 2007 One trick I've seen done before, is having the magic missile spell have a chance to trigger a second casting of a magic missile type spell (the second iteration doesn't cast a third iteration). This would give you multiple waves of missiles and may do what you are looking for. Link to comment
Azkyroth Posted October 22, 2007 Share Posted October 22, 2007 On a related note, is there a known way to have a similar "barrage of #" effect with different projectile BAMs, or is this particular feature hardcoded? Link to comment
devSin Posted October 22, 2007 Share Posted October 22, 2007 Hardcoded. It's possible you could change the magic missile BAM, but as far as I know, this behavior is unique and unavailable for use with generic PROs. Link to comment
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