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Partially Used: spell trigger

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Partially Used: spell trigger Empty Partially Used: spell trigger

Post by daveyeisley Mon Sep 29, 2008 6:09 pm

not being able to use spells to penetrate an enemie's defenses like the "spell breach" type spells
is in my opinion a *huge* detractor to the usefulness of the spell trigger spell.

i suggest using a conversation to script what spells the wand will cast, that lists the spells the user has avalable from 1st to 7th level, (and uses them up when selected so the PC doesnt get free spells from it).

would be somewhat similar to the script that allows the player to tell deekin or nathirra what spells to cast in the OC.
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Post by The Amethyst Dragon Mon Sep 29, 2008 9:33 pm

I could do that, but it would involve adding more than 500 new scripts to the module (2 for each spell eligible to go into the trigger), leading to at least 1000 new resources for the module (since each script actually counts as two resources....the .nss script source file and the .ncs compiled script file).

Conversation-based menus are very script-intensive, since you need one script to check for each variable/spell and then display the spell name, then another script to actually add that particular spell to the trigger/decrement a spell use.

Right now, spell trigger adds only 1 script to the game (two resources). The script for the spell actually does double duty as both the spell trigger script (for conjuring up the target), and the spell trigger release (for the wand to cast).

Adding the spells to the trigger is actually done by the individual spell scripts themselves (after I edited them to add in the functionality).

For tougher enemies that you would need greater spell breach for, I would suggest using your hasted actions (you do usually use haste for those battles, right?) for the breaching/dispelling, then use offensive spells stored in the spell trigger for fast damage.
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Post by daveyeisley Mon Sep 29, 2008 10:50 pm

thats basically my point, if i have to just rely on haste actions for dispelling, i wont bother memorizing spell trigger in the first place.
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Post by daveyeisley Mon Oct 06, 2008 10:29 am

so, i just realized something...

a while back when i made one of my custom items, spell trigger had been added to the module, but was not implemented... so, in an effort to be forward thinking, i included it on one of my custom items so that i would not need to "memorize" it in a spell slot.

Which I totally forgot about over the intervening month or so...

So I just used it, and tried to put the sunburst spell in it.... to no effect.

Disintegrate worked fine.

I didnt try anything else, because i cant rest yet to regaiun the usage.... but I'm wondering if this was just an oversight, and should I go through and try *all* my enemy targetable spells so I can make a list of the ones that don't work in the trigger?
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Post by daveyeisley Mon Oct 06, 2008 10:48 am

update:

the hostile target orb thingy despawns a bit too fast. by the time I moved away and rushed to get 2 spells off, it was gone before i even began casting a 3rd.

Bigby's Crushing hand also failed to be stored properly.
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Post by The Amethyst Dragon Mon Oct 06, 2008 10:59 am

It should only be storing spells up to 6th level, and the orb should only be hanging around for 1 minute.
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Post by daveyeisley Tue Oct 07, 2008 9:20 am

the orb didnt last 60 seconds.
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Post by The Amethyst Dragon Tue Oct 07, 2008 11:43 am

I'll adjust the time a bit to give it another 15-30 seconds. It never gave me any trouble in testing, but my being on the same LAN as the server might have something to do with that.
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