Kish Posted May 11, 2014 Share Posted May 11, 2014 I know that ReallyForceSpell will cast a spell, uninterruptably, whether the caster actually knows the spell or not, but not wipe it from the caster's memory. How do Spell and ForceSpell differ? Link to comment
lynx Posted May 11, 2014 Share Posted May 11, 2014 Spell is normal, ForceSpell has no casting time. Link to comment
Kish Posted May 11, 2014 Author Share Posted May 11, 2014 Spell is normal meaning what? Will it cast the spell only if the creature has the spell memorized? Link to comment
Jarno Mikkola Posted May 11, 2014 Share Posted May 11, 2014 #31 #113, #181. So only the Spellzzzz needs the memorization. The Reallyzzzz just sets the casting time to zero. While the ForceSpellzzz is in the middle of these. Spell is normal meaning what? Will it cast the spell only if the creature has the spell memorized? Yes. Link to comment
lynx Posted May 11, 2014 Share Posted May 11, 2014 Yeah, that's better. ForceSpell is not instant, just not interruptable. Link to comment
polytope Posted May 12, 2014 Share Posted May 12, 2014 Spell is normal meaning what? Will it cast the spell only if the creature has the spell memorized? SpellNoDec is the one you're looking for, which doesn't require memorization. ForceSpell() can only be interrupted by death or disabling effects (not including silence or miscast magic). Force Spell also ignores casting time modifiers, i.e. a creature with the Robe of Vecna ordered to cast Chaos via ForceSpell() will cast it at speed 4, not instantly. Another difference with ForceSpell is that it doesn't count as a creature's action for the round, so ForceSpell() followed by Spell() or UseItem() will result in the latter being carried out immediately rather than with a one round delay. ReallyForceSpell doesn't display the casting animation or spell school graphics and can be triggered during a timestop or by a dead creature unless something else in the action block forbids it (i.e. a preceding ForceSpell(), which is not carried out under timestop). I use this in my scripts to simulate instacast spell-like abilities, i.e.: RESPONSE #100 SetGlobalTimer("Cast","LOCALS",6) ForceSpellRES("A^NECRO1",LastSeenBy(Myself)) // Display's swirly white necromancy graphics and sets the creature's animation to spell casting ReallyForceSpell(LastSeenBy(Myself),CLERIC_POISON) SetGlobalTimer("Poison","LOCALS",2000) Link to comment
Kish Posted May 16, 2014 Author Share Posted May 16, 2014 Actually, Spell was the one I was looking for, but thanks for elaborating and mentioning another version which I'd forgotten. Link to comment
Thimblerig Posted May 16, 2014 Share Posted May 16, 2014 What's the difference between ForceSpell and ForceSpellRES, please? (IEDSP wasn't clear.) Link to comment
polytope Posted May 16, 2014 Share Posted May 16, 2014 What's the difference between ForceSpell and ForceSpellRES, please? (IEDSP wasn't clear.) There are 2 differences With ForceSpellRES you specify the spell file name rather than the IDS file name. I.e. "SPWI304" rather than WIZARD_FIREBALL (using quotation marks for the former). It's usually used to cast mod-added spell not appearing in the spell.ids file. The other difference is that target is specified after spell with ForceSpellRES whereas it's before with ForceSpell. Same applies to SpellNoDec vs SpellNoDecRES etc. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.