forums | blogs | polls | tutorials | downloads | rules | help

Add new comment

Araknuum's picture

This is Turncoat's Template in Expansion.dsres:

[t:template,n:spell_turncoat]
{
	category_name = "magic";
	doc = "spell Turncoat";
	specializes = base_spell_dark;

	[aspect]
	{
		gold_value = 21;
	}
	[common]
	{
		screen_name = "Turncoat";
	}
	[common]
	{
		description = "Causes nearby melee enemies to attack the selected target";
		[template_triggers]
		{
			[*]
			{
				action* = call_sfx_script( "combat_spell_sparkle" );
				condition* = receive_world_message("we_dropped");
			}
		}
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_sp_210;
		inventory_icon = b_gui_ig_i_ic_sp_210_inv;
	}
	[magic]
	{//SEE DS1 HOLD-CREATURE
		required_level = 3;
		max_level = 24;

		cast_experience = (#magic*1.3);
		cast_range = 10;
		cast_reload_delay = 1;
		effect_duration = 2 + 3 * ((#MAGIC - #SPELL_REQ_LEVEL) / (#SPELL_MAX_LEVEL - #SPELL_REQ_LEVEL));	
		is_one_shot = true;
		mana_cost = 0;
		mana_cost_modifier = (#maxlife) * 2.0;	
		mana_cost_ui = 2;
		mana_cost_ui_modifier = (#SRC_MAXMANA + 1);

		apply_enchantments = false;

		requires_line_of_sight = true;
		speed_bias = 1;
		// target conscious enemies
		target_type_flags = tt_conscious_enemy;
		// cannot target yourself or a member of you party
		target_type_flags_not =	 tt_self | tt_human_party_member;
		usage_context_flags = uc_defensive;
		state_name = "Turncoat";
	}

	[spell_turncoat] 
	{
		caster_script = "turncoat_cast";
		effect_script = "turncoat_effect";
		state_description = "Turned";
		immunity = "immune_control";
	}
}

The note there, "//SEE DS1 HOLD CREATURE" is helpful, because there are differences and change notes in Hold Creature as well:

[t:template,n:spell_hold_creature]
{
	category_name = "magic";
	doc = "spell hold creature";
	specializes = base_spell_good;
	[aspect]
	{
		gold_value = 499;
	}
	[common]
	{
		description = "Roots a single Enemy in place. Mana cost dependent on the power of the Target.";
		screen_name = "Hold Creature";
		[template_triggers]
		{
			[*]
			{
				action* = call_sfx_script( "nature_spell_sparkle" );
				condition* = receive_world_message("we_dropped");
			}
		}
	}
	[gui]
	{
		active_icon = b_gui_ig_i_ic_sp_010;
		inventory_icon = b_gui_ig_i_ic_sp_010_inv;
	}
	[magic]
	{
		cast_experience = (#magic*1.3);
		cast_range = 10;
		cast_reload_delay = 1;
//		effect_duration = 15+(#magic*3);  //Old Duration
		effect_duration = (#magic*1.1)-5;  //New duration 11/19/01
		is_one_shot = true;
		mana_cost = 0;
//		mana_cost_modifier = (#src_maxlife*5);  //Old cost modifier
		mana_cost_modifier = (#maxlife)*2;  //New cost modifier 11/19/01
		mana_cost_ui = 2;
		mana_cost_ui_modifier = (#maxmana*2);
		required_level = 11;
		max_level = 21;
		requires_line_of_sight = true;
		speed_bias = 1;
		target_type_flags = tt_conscious_enemy | tt_unconscious_enemy;
		target_type_flags_not = tt_human_party_member;
		usage_context_flags = uc_aggressive;
	}
	[spell_switch_alignment]
	{
		description = "Hold Creature spell";
		effect_script = hold_creature;
		screen_name = "Held";
		immunity = "immune_align_change";
		freeze = true;
	}
}

It looks like in balancing these spells, they kinda nerfed them out of play. I know they can be used in some cases, but the first time I can't cast a spell that I have the level for, I don't really test it out to see what it does work on. It failed to Status Effect the enemy I needed it to, and that's not playable.

I will be fiddling with these spells for the modding experience, as I already have a modded spl_spell.gas and the expansion Spells are some of the most intriguing.

Experience gain for Mages may have been stunted to balance their swiss army knife Spellbooks and force more teamwork..? hmm...

Mages could potentially outlevel other characters if you tried, and then they'd run the show while the rest support or, y'know... fidgit. Smile