subtledoctor Posted November 12, 2019 Posted November 12, 2019 Is anyone aware of a maximum number of effects that a .SPL file can process in an extended header? My test install has >2,000 effects (opcode 177) in a spell applied at level 1... I haven't tested it yet, I'm just curious if people here have discussed this or have any knowledge of it already. Quote
subtledoctor Posted November 13, 2019 Author Posted November 13, 2019 Okay, I reduced it to about 1300 effects... and it seems to work fine. I guess the functional limit is pretty high... Quote
Bubb Posted November 13, 2019 Posted November 13, 2019 If you're looking for a hard cap, spell abilities store the number of effects present as a word - so technically a spell can have 65,535 effects in a single ability without crashing. Game will probably lag out hard if you cast a spell with that many effects though. Quote
subtledoctor Posted November 14, 2019 Author Posted November 14, 2019 I dunno... it doesn’t seem to skip a beat when 1300 effects are processed at CharGen... Quote
Jarno Mikkola Posted November 14, 2019 Posted November 14, 2019 That's one creature... try to summon creatures (ij#summ) already afflicted with the spell with this script part added on top of say, to ar0602.bcs IF Global("customglobal","GLOBAL",0) THEN RESPONSE #100 CreateCreature("ij#summ",[3000.650],1) // custom creature END ... and let it run a few moments, as you can disable it with SetGlobal(balh balh) -console command and then see if the game skips a moment or a few dozen ... hours, when you screen is full of them. Quote
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