eugene Posted April 27, 2015 Posted April 27, 2015 hello all, is it possible to use this effect in class/kit ability but based on level? for example: kit at lvl 1: on hit deal 1 dex damage kit at lvl 4: on hit deal 1 con damage (but no dex damage, no overlap effect) What I see is: - AP_SPCL effects are not chosen by class/kit level, only level1 applies or something I am missing there - melee effect cast spell requires "level" set in AP_SPCL so it is never changing than 1 or some hardcoded value - I added 2 AP_SPCL at 1st and 4th level, in 4th level one remove first spell with RemoveSpell (172) and ProtectionFromSpell(206). both does something else, not what I wanted I am out of ideas, is such a thing possible in IE? regards
subtledoctor Posted April 27, 2015 Posted April 27, 2015 Try a single .SPL that you AP_ at first level in the kit's CLAB file... in the spell itself, create one effect with min level = 1 that drains DEX on hit, and another effect with min level = 4 that drains Con on hit. Might work.
eugene Posted April 27, 2015 Author Posted April 27, 2015 sorry, does not work. only level 1 affect can be seen in savegame with shadowkeeper. AP_SPCL that comes with CLAB files only use the level 1 effects. if I make 2 spells in CLAB file (one activated at 1st other at 4th level) then both applies after 4th level, I dont want this. If i can make dispel 1st level one in a way, it would work either. regards
subtledoctor Posted April 27, 2015 Posted April 27, 2015 Oh right, it would only get 'cast' once at 1st level. Why didn't opcode 206 work? That seemed promising. Worse comes to worst, you could do a kit-switch with the invisible monster trick at 4th level, and don't use the level 1 effect on the new kit. But, I don't know if the effect would be removed. You could add a third effect at 4th level, that gives the target a *bonus* to Dex upon hit, which cancels out the 1st-level effect.... Eh, we're at the point in the conversation where, if it was my mod, I would just abandon the idea and come up with something else... good luck!
kreso Posted April 27, 2015 Posted April 27, 2015 @ Eugene This shouldn't be hard I think. Create a spell with "melee hit effect", add this to your kit as AP_SPblabla.spl. Make an eff called myeff.eff. (or whatever) Now, make the spell with "melee hit effect" use this eff. Finally, create one more spell (say spell A) . Use your eff to cast this spell via "cast spell" opcode. Make this spell (A) have 2 melee headers, the second one with minimum level field "4". The first melee header should have dex bonus, the second con bonus opcode on preset target.
eugene Posted April 28, 2015 Author Posted April 28, 2015 @kreso, your idea if I understood correctly: AP_SPCL_S1: 248, SPCL_E1 SPCL_E1: 146, SPCL_S2, ? LEVEL ? CASTING TYPE ? SPCL_S2: * lvl1 dex damage * lvl4 con damage as I wrote above to 146 either you have to specify level (normal casting) or it will use level 1 (instant casting) . LEVEL >= 4, at first level my AP_SPCL_S1 will use the level4 effect, then why would I make it 4? I could make it first level effect LEVEL < 4, after 4th level, we will not be able to cast level 4 effect because we specified the level hardcoded correct? opcode 206 does not work because it applies AFTER effect is given at 1st level. it is something how haste works, it gives bonuses first then gives immunity to haste (to prevent 2x haste). unfortunately it does not allow you to dispel the first effect. there is no spell specific dispel afaik. @subtledoctor, I wasted 2 days on this to see if it is possible. it seems not or I dont know any other idea. as you say, it is time to move on thanks for answers some more idea: TOBEx provides fix for #191 (0x0BF) Spell: Casting Level Modifier [191], maybe I can make the spell SPCL_S2 wizard spell and every level I can give some bonus to CASTINGLEVELBONUSMAGE so that the caster level increase for this spell even I say the caster level 1 in SPCL_E1 (spell cast at 1 + bonus >4th level and apply 4th level effect???). probably wont work either of course in this case I have to disable dual/multi class options for kit.
Avenger Posted April 30, 2015 Posted April 30, 2015 If you want to remove effects by resource, you can do it only in EE (or iwd). EE: opcode 321 IWD: opcode 254 This opcode is missing from ToB. Earlier we used a unique secondary type (or school), and removed effects by sectype (or school).
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