When Sound meets "always succeeds," which wins?

Post » Thu May 13, 2010 12:41 pm

Basically, I'm thinking about fixing one of the things that always annoyed me about Scripted Spells--namely, that because it uses a Damage Magicka 1000 effect to prevent spellcasting when you're transformed, it restores you to full mana after you cancel the transformation regardless of how much you had beforehand. Changing it to a Sound effect should theoretically prevent this from happening while still making sure that you can't use spells when transformed, but if it prevents you from transforming back it won't be that useful a change.

Does this strike anyone as unworkable?
User avatar
MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Thu May 13, 2010 4:21 am

im assuming the damage magicka is part of a spell, so as long as you dont change any of the id's of the spell you want to alter it should be fine. Unless its a script with something like:

getmagicka
if( transformation == 1 ) ;player has gone through transformation
modmagicka -1000
if( transformation == 0 ) ;tranformation has ended
setmagicka to getmagicka

(or the correct script equivilent, ive never been too good with it :P)

then you may need some script workarounds

EDIT: format
EDIT 2: spelling
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Thu May 13, 2010 8:14 am

In testing that I've done, Silence effects prevent even Always Succeed spells from being cast.


Presumably at high magnitudes the Sound effect converges on a Silence effect, and if so, I don't think you could replace Damage Magicka with Sound because it would thus prevent the Cancel Transformation spell from being cast.


If you do any testing, let me know how it turns out; I'll be interested to hear the results!
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Thu May 13, 2010 11:18 am

That was easy, though there is one slightly annoying side effect.

I didn't have to mess with scripts at all--just go in and change what the "Transform no Spellcasting" spell that's applied whenever you shapeshift does. Setting a Sound effect up to 500 makes casting anything else impossible and still allows you to cast Cancel Transformation to get out (unlike Silence, which says you have a 100% chance and then keeps giving you a spell failure message).

The annoying thing is that it constantly plays the "whisperwhisperwhisperwhisperWhIsPeRwHiSpErWhIsPeRwHiSpErWHISPERWHISPERWHISPER" sound effect the whole time you're transformed. :swear: The changed version may be from a mod I have, though, as I don't remember vanilla Sound spells being that obtrusive.

*test*

Yeah, if you're using Lucypher's Magic Sound Effects Replacement and want to implement this, I suggest you go in and rename the "Sound" spell file under Data Files/Sound/Fx/ if you don't want to go insane. Other than that, it seems to work perfectly. :)
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Thu May 13, 2010 8:53 am

it'll be better to use the function modcastingpenalty (i think that's what it is), where it controls how easy/difficult casting is, without the sound distraction. i forget if you need to make it negative or positive to negatively affect spells.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Thu May 13, 2010 4:36 am

also, sound and castpenalty won't block spells that always succeeds, since these only affect cast chance, where a spell that always succeeds can never fail. silence prevents spellcasting, and will block all spells.
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Thu May 13, 2010 10:26 am

also, sound and castpenalty won't block spells that always succeeds, since these only affect cast chance, where a spell that always succeeds can never fail. silence prevents spellcasting, and will block all spells.


Unfortunately, Silence also prevents the "Cancel Transformation" spell from casting successfully, leaving you stuck in whatever form you assume. It'd be simpler if that worked, certainly.
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Thu May 13, 2010 1:24 pm

i suppose the best option is to getmagicka and store it in a variable before applying the modmagicka, and then modmagicka back to the variable ammount when the cancel transformation is cast.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am


Return to III - Morrowind