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> SpellNoDec!, Tests contradict iesdp documentation
Sikret
post Jun 20 2006, 11:38 AM
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The Tactician
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In the "bg2actions" document of iesdp (at least in the version I have), it is said:

QUOTE

SpellNoDec(O:Target*,I:Spell*Spell)
If I were to lengthen the name of this action, it would be called SpellNoDecrease. In short, it works the same way as Spell does--it will only cast a spell if it's in memory...

I checked it and noticed that the spells are cast even if they are not memorized or even known by the spellcasters. Not that it is a bad thing. On the contrary, It's much better in this way, because unlike "ForceSpell", "SpellNoDec" respects the usual delay needed for the aura being cleansed (between successive spells) and again unlike "Forcespell" the spells cast by "SpellNoDec" are interruptable (both of which are great and useful features).

However, I wonder if the iesdp document is incorrect or rather I have missed some essential point in my tests. As I tested it, SpellNoDec doesn't seem to require that the spell is memorized or even known. I wrote a simple script (for testing purposes) as follows:
CODE

IF
 Detect([PC])
THEN
 RESPONSE #100
   SpellNoDec(Myself,WIZARD_MINOR_GLOBE_OF_INVULNERABILITY)
END

And the mage began to cast the spell infinitely once he saw the PC, despite the fact that he neither had the spell memorized nor even known in his spellbook.

Any idea?

This post has been edited by Sikret: Jun 20 2006, 11:40 AM


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Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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Sikret
post Jun 20 2006, 02:14 PM
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The Tactician
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Yes, my test was performed on a clean installation of the game. I also think that if more people try the test and confirm the result, it would be a very useful tool to cast spells through scripts, especially because spells cast by "SpellNoDec" are interruptable (unlike spells cast by "ForceSpell") and also because they respect the needed delay between seccessive spells (again unlike "ForceSpell").

Some modders use SetTimerGlobal variables in conjunction with "ForceSpell" to make the needed delay between spells; and most of them wrongly think that the delay between successive spells should always set to "6", becuase they think that it is the regular delay between spells in the game for the aura to be cleansed (which is a myth, of course.)

If others' tests approve what I have found, we can use SpellNoDec in BG2 scripting even for when the spell is not memorized by the caster and can have the "correct" needed delay between successive spells.


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