[Relwip] Miscast mod

Post » Sat Feb 16, 2013 10:52 am

I'm making Warhammer TC for Morrowind (Thread at the moment only in Finnish Forum, link in signature) and decided to include Miscast in it.
Since I'm not making exteriors I have a little break from making it and decided to make miscast ready and include it in Morrowind.


Features:
- When you fail a spell there is 20% change that something bad will happen.
- "Something bad" includes Scamp :P spawning behind you, Health loss (50 points) and teleporting in to one of four Daedric Ruins.

Future Features:
- Some one use only items that shield you from miscasts.
- More miscast effects (Suggestions please)

I will upload to PES when judged to be stable and has enough effects.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6941

E: Sorry for bad English
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sally R
 
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Post » Sat Feb 16, 2013 6:28 am

I think getting teleported to a Daedric Shrine is a little harsh. 60% of all failed castings is even meaner. Maybe drop it to 20%?
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courtnay
 
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Post » Sat Feb 16, 2013 9:57 am

I think getting teleported to a Daedric Shrine is a little harsh. 60% of all failed castings is even meaner. Maybe drop it to 20%?


Yeah I thought of dropping it to lower than 60, but decided to keep it until PES upload.
And for that Daedric shrine issue please give me suggestions how to replace it. I know it isn't the best solution, but I had very hard time making this mod to work and didn't pay much attention to miscast effects.
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Celestine Stardust
 
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Post » Sat Feb 16, 2013 11:34 am

Wait, for ALL spells? I can understand the scamp for conjuration and the daedric ruin for mysticism maybe, but why would a restoration spell ever send you to a daedric ruin? Besides, people fail spells all the time, and -50 health is an almost instant death for mages.
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Jessica Colville
 
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Post » Sat Feb 16, 2013 7:02 am

What about the miscast being directly related to the intended spell. I understand it would probably take too many individual scipts on specific spells. An example of what I mean would be an uncontrolled scamp when summon scamp cast. Just like the mages guild quest. Also, the daedric ruin teleport could be a result of a miscast of Recall or an Intervention spell
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Taylrea Teodor
 
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Post » Sat Feb 16, 2013 1:35 am

Sorry for double post.


It would be very hard and time consuming to add different miscast effects for all spell effects, so sorry, but I'm not including own miscast effects for spelleffects.
Again, if anybody has suggestions feel free to post them.
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Erika Ellsworth
 
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Post » Sat Feb 16, 2013 9:36 am

I think getting teleported to a Daedric Shrine is a little harsh.
With negative fatigue no less. That's a recipe for instance death for all but the toughest characters.

I realize magic is supposed to be nasty in Warhammer but at least for Morrowind use, this really needs to be toned down.

Here's what I would suggest. Have the script monitor your Magicka level. When it detects a drop in Magicka, it should record that. This will be the price of the most recent spell cast. If it fails, it could then refer to that number to determine how bad the bad effect is. For instance failing a 10 point spell might summon a scamp, but failing a 40 point spell might summon a Flame Atronatch.

Additionally, it would be cool if different schools of magic had different failure effects. For example failing an Destruction spell might well injure you, but failing an Illusion would more likely blind you for a while.
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Amanda savory
 
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Post » Sat Feb 16, 2013 12:22 am

Here are some more suggestions.

Alteration
Burden yourself.
Give yourself 0 points of Levitate (try it, it's weird).
Lose the ability breath air for a while.
You get thrown high into the air.

Conjuration
Summon somthing nasty, of course.

Destruction
Lose health.
Lose a small ammount of max health.
Set youself on fire.
Shatter your weapon/armor.
Create an explosion.

Illusion
Blind yourself for a while.
Silence yourself for a while.
Turn everyone near by invisible.
Make people attack you.
Paralyze yourself a while.

Mysticism
Lose magicka.
Teleport somewhere.
Dispell all magic near by.
Give everyone near by spell reflection

Restoration
Damage one of your stats.
Give yourself a disease.
Poison yourself.
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John Moore
 
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Post » Fri Feb 15, 2013 10:29 pm

I think the penalties should be producing spell effects that you don't want. I also like the idea of having certain penalties for certain schools. For example, instead of warping to a Daedric Ruin the penalty for mis-casting, say, a Mysticism spell should be having Recall, Divine or Almsivi Intervention cast on yourself; it's useful sometimes, but when you don't mean to cast that spell it's really annoying to have to backtrack (but not as bad as, say, winding up in some random ruin).
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Haley Merkley
 
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Post » Fri Feb 15, 2013 9:57 pm

Very nice ideas.
I can't thought come up any solution how to monitor PC magicka and make miscast regarding to that.
Manausers ideas sound very cool. I have thought something similiar Myself. But how should I remove those effects. (timing scripts are not really my most favourite scripts.)
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Yonah
 
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Post » Sat Feb 16, 2013 4:14 am

Monitoring magicka is fairly simple. Just add this to the main script:
short CurrentMagickashort LastMagickashort SpellCostset CurrentMagicka to ( Player->GetMagicka )if ( CurrentMagicka < LastMagicka )	set SpellCost to ( LastMagicka - CurrentMagicka )endifset LastMagicka to CurrentMagicka
That should be at or near the top of the script so it runs continuously and SpellCost always contains the price of the most recent spell.

A timer for the bad effects would probably work best as a separate script for each timer. Here's a sample of how I'd write one:
begin Blind_100_Timer_30	float Timer	if ( MenuMode )		return	endif	if ( Timer == 0 );just started		Player->AddSpell "Blind_100"	endif	set Timer to ( Timer + GetSecondsPassed )	if ( Timer >= 30 )		Player->RemoveSpell "Blind_100"		set Timer to 0;Important, so it starts at 0 next time.		StopScript "Blind_100_Timer_30"	endifendif
So that example would control an "Ability" type spell, named Blind_100. I had it apply the effect too, so you can just use StartScript "Blind_100_Timer_30" and that will take care of everything.

And alternate way to do it would be to place a small object by the PC and have it actually use Cast "Blind_100_30", Player in which case the spell would be a normal Touch spell with a duration of 30. The object could then delete itself.

If you need more help, let me know. Though perhaps we should take this to the CS forum.
(Note I haven't tested the above, there could be typos, etc.)
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Rudy Paint fingers
 
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Post » Sat Feb 16, 2013 9:36 am

Well....
I noticed that curses arent used at all in the game so I decided to use them. I will make cure curse spell effect spells/scrolls.
Managed to make miscast effects for restoration and conjuration B)
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Ricky Rayner
 
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Post » Sat Feb 16, 2013 8:26 am

Good idea, Using Curses for everything might save you trouble in the long run, actually. Certain spell effect will be behave strangely as an Ability.
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lauraa
 
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Post » Fri Feb 15, 2013 9:40 pm

Finished making conjuration, destruction and restoration effects.

One problem though. When I fail casting a spell it always says that I survived without further effects no matter what happened.
Can I post script (all use same base so it isnt necessary to post them all) to this topic or should I make a new one?
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Cheville Thompson
 
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Post » Sat Feb 16, 2013 4:51 am

Lets take it to a new thread in the Construction Set forum.
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Beth Belcher
 
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Post » Sat Feb 16, 2013 4:05 am

Solved the problem :P

Now giving finishing touches to miscast effects (effects are taken directly from ManaUser's post, will give thanks in the readme)
If anybody wants to correct my grammatial errors just PM me and I will upload mod to rapidshare. You will also get opportunity to get the mod before anybody else :hubbahubba:
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Baby K(:
 
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Post » Sat Feb 16, 2013 12:57 am

I found a little glitch. You get a miscast effect even if you fail for lack of magikca. That's not a huge problem (though it doens't really make sense) except I'm afraid it will interact with the cost detection in an odd way. Or did you end up using the cost detection idea?
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willow
 
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Post » Sat Feb 16, 2013 3:05 am

No I didn't because, if player would be struck with magicka damaging spell it would go nuts and kill player including other problems (restore magicka potions)

Yes I know that lack of magicka miscast I used sound to detect when player fails a spell and it plays same sound when spell is failed, so nothing i can do about it :(

There will be little delay with this mod because my Cs crashed and I hadn't save for whole evening (must remake some effects of spell skills )
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FoReVeR_Me_N
 
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Post » Sat Feb 16, 2013 10:26 am

This sounds very interesting and I look forward to the newest version of it! I always play a mage so love mods that deal with it and am always willing to try new ones.

Sorry to hear about the Cs crash! Good luck restoring your project.

Maria
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Chantel Hopkin
 
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Post » Sat Feb 16, 2013 6:40 am

Didn't lost so much as I thought :clap:

Now finishing illusion miscast, after that I only have to make NPCs and some other minor things. After that it is time for PES release :foodndrink:
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Cartoon
 
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Post » Sat Feb 16, 2013 5:06 am

Just needs to write readme then I can upload to PES :celebrate:
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Floor Punch
 
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Post » Sat Feb 16, 2013 12:44 am

Uploaded to PES.
Uploaded to http://rapidshare.com/files/155748907/Miscast_Mod.rar.html to so anybody who wants can download it :P

Please if you try this and find bugs please report them.
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Deon Knight
 
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Post » Sat Feb 16, 2013 4:08 am

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6941

Please leave a comment and rating after you have played this.
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Neliel Kudoh
 
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Post » Fri Feb 15, 2013 8:45 pm

Better late then never (well, maybe), but if you look at my Improved Magicka levelling mod (or whatever it's called, should be on my website), you can see how I detected the spell being cast, how much it costs and the chance to fail.
Might be useful for any updates/bug fixes you have planned.
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Jodie Bardgett
 
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Post » Fri Feb 15, 2013 8:55 pm

I could try using your scripts, of course, if you allow me to.
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A Boy called Marilyn
 
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