Mar. 19, 2011: Magic Missile
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Mar. 19, 2011: Magic Missile
With the next module update, sorcerers and wizards will gain the ability to personalize the projectiles of their magic missile spells.
This will make use of a new VC command: ;;option mm x, with x a number from the following list:
The List:
The first time this spell is cast by an item (scroll, wand, etc.), the type of projectile(s) produced should be randomly assigned (or preset in the toolset). Later castings by the same item (if multi-use), should produce the same type of projectile(s).
NPC casters will also have their type of projectile either randomly assigned or preselected in the toolset.
Note: If you have the March 17 version of the aenea.tlk file, the spell description gives the wrong VC command for selecting the desired projectiles. The correct one is listed here and in the newer March 18 version of the aenea.tlk file. Existing magic missile scrolls do not have the information on the VC command (the command shouldn't work when casting from scrolls anyway).
Once I finish with the spell script updates and revamp the scroll scribing code, PC-made magic missile scrolls should be preset to whatever type of projectile the spellcaster has set at the time of scribing.
Known issue with using the non-default projectiles:
This will make use of a new VC command: ;;option mm x, with x a number from the following list:
The List:
- Spoiler:
0 | default missile appearance
1 | Arrow, Ballistic
2 | Arrow, Homing
3 | Arrow, Black, Ballistic
4 | Arrow, Black, Homing
5 | Arrow, Blue, Ballistic
6 | Arrow, Blue, Homing
7 | Arrow, Green, Ballistic
8 | Arrow, Green, Homing
9 | Arrow, Orange, Ballistic
10 | Arrow, Orange, Homing
11 | Arrow, Purple, Ballistic
12 | Arrow, Purple, Homing
13 | Arrow, Red, Ballistic
14 | Arrow, Red, Homing
15 | Arrow, White, Ballistic
16 | Arrow, White, Homing
17 | Arrow, Yellow, Ballistic
18 | Arrow, Yellow, Homing
19 | Bat, Ballistic
20 | Bat, Homing
21 | Bat, Black, Ballistic
22 | Bat, Black, Homing
23 | Bat, Blue, Ballistic
24 | Bat, Blue, Homing
25 | Bat, Green, Ballistic
26 | Bat, Green, Homing
27 | Bat, Orange, Ballistic
28 | Bat, Orange, Homing
29 | Bat, Purple, Ballistic
30 | Bat, Purple, Homing
31 | Bat, Red, Ballistic
32 | Bat, Red, Homing
33 | Bat, White, Ballistic
34 | Bat, White, Homing
35 | Bat, Yellow, Ballistic
36 | Bat, Yellow, Homing
37 | Comet, Blue, Ballistic
38 | Comet, Blue, Homing
39 | Comet, Green, Ballistic
40 | Comet, Green, Homing
41 | Comet, Orange, Ballistic
42 | Comet, Orange, Homing
43 | Comet, Purple, Ballistic
44 | Comet, Purple, Homing
45 | Comet, Red, Ballistic
46 | Comet, Red, Homing
47 | Comet, White, Ballistic
48 | Comet, White, Homing
49 | Comet, Yellow, Ballistic
50 | Comet, Yellow, Homing
51 | Dagger, Black, Ballistic
52 | Dagger, Black, Homing
53 | Dagger, Blue, Ballistic
54 | Dagger, Blue, Homing
55 | Dagger, Green, Ballistic
56 | Dagger, Green, Homing
57 | Dagger, Orange, Ballistic
58 | Dagger, Orange, Homing
59 | Dagger, Purple, Ballistic
60 | Dagger, Purple, Homing
61 | Dagger, Red, Ballistic
62 | Dagger, Red, Homing
63 | Dagger, White, Ballistic
64 | Dagger, White, Homing
65 | Dagger, Yellow, Ballistic
66 | Dagger, Yellow, Homing
67 | Dragon, Black, Ballistic
68 | Dragon, Black, Homing
69 | Dragon, Blue, Ballistic
70 | Dragon, Blue, Homing
71 | Dragon, Green, Ballistic
72 | Dragon, Green, Homing
73 | Dragon, Red, Ballistic
74 | Dragon, Red, Homing
75 | Dragon, White, Ballistic
76 | Dragon, White, Homing
77 | Fist, Blue, Homing
78 | Fist, Green, Homing
79 | Fist, Orange, Homing
80 | Fist, Purple, Homing
81 | Fist, Red, Homing
82 | Fist, White, Homing
83 | Fist, Yellow, Homing
84 | Skull, Ballistic
85 | Skull, Homing
86 | Skull, Black, Ballistic
87 | Skull, Black, Homing
88 | Skull, Blue, Ballistic
89 | Skull, Blue, Homing
90 | Skull, Green, Ballistic
91 | Skull, Green, Homing
92 | Skull, Orange, Ballistic
93 | Skull, Orange, Homing
94 | Skull, Purple, Ballistic
95 | Skull, Purple, Homing
96 | Skull, Red, Ballistic
97 | Skull, Red, Homing
98 | Skull, White, Ballistic
99 | Skull, White, Homing
100 | Skull, Yellow, Ballistic
101 | Skull, Yellow, Homing
102 | Star, Blue, Ballistic
103 | Star, Blue, Homing
104 | Star, Green, Ballistic
105 | Star, Green, Homing
106 | Star, Orange, Ballistic
107 | Star, Orange, Homing
108 | Star, Purple, Ballistic
109 | Star, Purple, Homing
110 | Star, Red, Ballistic
111 | Star, Red, Homing
112 | Star, White, Ballistic
113 | Star, White, Homing
114 | Star, Yellow, Ballistic
115 | Star, Yellow, Homing
The first time this spell is cast by an item (scroll, wand, etc.), the type of projectile(s) produced should be randomly assigned (or preset in the toolset). Later castings by the same item (if multi-use), should produce the same type of projectile(s).
NPC casters will also have their type of projectile either randomly assigned or preselected in the toolset.
Note: If you have the March 17 version of the aenea.tlk file, the spell description gives the wrong VC command for selecting the desired projectiles. The correct one is listed here and in the newer March 18 version of the aenea.tlk file. Existing magic missile scrolls do not have the information on the VC command (the command shouldn't work when casting from scrolls anyway).
Once I finish with the spell script updates and revamp the scroll scribing code, PC-made magic missile scrolls should be preset to whatever type of projectile the spellcaster has set at the time of scribing.
Known issue with using the non-default projectiles:
- Spoiler:
When actions are added to the action queue after the magic missile spell but before the spell is cast, the damage will still be inflicted but the missile visuals may end up delayed and stacked together to appear as a single projectile.
This is caused by the spell script adding one or more "false spells" to the action queue when the main magic missile script fires. It's these "false spells" that produce and control the new projectiles and they are delayed by 0.15 seconds from the previous missiles to properly spread them out (meaning 5 projectiles at caster level 9+ takes 0.6 seconds for the script to take full effect...0 + 0.15/extra missile).
Example: 9th level wizard spam-casts 4 magic missile spells (loading up action queue) with 4 spells. First spell is cast, and target is damaged, with no visible missiles (but 5 white squares appear at end of queue, these are the "false spells"). Second spell is cast, and target is damaged, with no visible missiles (more white squares from "false spells" added). Third spell is cast, same result. Fourth spell is cast, same result...then all the projectiles from the first three castings are launched at once (overlapping, since all their individual delays have since passed), before the spread out projectiles from the 4th casting fire.
This is due to the fact that each base magic missile script adds the "false castings" at the end of the action queue, so they don't happen until the actual queued spells are cast.
Unfortunately, this is not an issue that has a solution. Pure VFX-based projectiles (such as the default magic missiles) are hard-coded into the game engine and new ones cannot be added, so this "false spells" option is the only way to add new multi-projectiles to the game.
The blank white squares in the action queue will be replaced with magic missile spell icons next time I update the hak file (most likely after the CEP 2.4b release if it's within the next couple of weeks).
This issue does not affect the spell when cast using the default projectiles.
Re: Mar. 19, 2011: Magic Missile
Already having fun with this. Had a couple of skeleton mages casting this spell at my 3rd level character in the graveyard yesterday. One hit me with yellow comets, the other with glowing purple daggers.The Amethyst Dragon wrote:NPC casters will also have their type of projectile either randomly assigned or preselected in the toolset.
Re: Mar. 19, 2011: Magic Missile
Question about the random assignments... can they be made specific for items? I picked up I think it was a gold dragon staff (which has unlimited magic missiles)... I totally thing that should shoot out dragon missiles... but the staff shot out bat missiles
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
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Re: Mar. 19, 2011: Magic Missile
The projectile type can be assigned to specific items. That particular one might do better with one of the yellow projectiles rather than dragons though, as the only dragons available are chromatic (black, blue, green, red, & white...the metallic ones just didn't provide enough color variation to be worth adding).
Re: Mar. 19, 2011: Magic Missile
That's true... I don't recall if any of the other "dragon" type staffs have MM on them either anyway. It was kinda funny though seeing it shoot bats
MannyJabrielle- Ludicrous Level
- . :
Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
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