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Mage question
Posted: Sat Aug 03, 2002 9:57 am
by sarevok02
is there a way ,by using SK or any editing engine ,to make a mage continue casting after he has been hit(while casting)?
Posted: Sat Aug 03, 2002 11:29 am
by fable
I think spell disruption is hard-coded into the game. There are spells which can protect from specific forms of interruption, though, like Protection from Missiles, and Protection from Ordinary Weapons.
Posted: Sat Aug 03, 2002 1:49 pm
by sarevok02
Im not that stupid i meant is there a way without having ANY spell protections .So u take damge while casting but u continue (sorta like Irenicus when u fight him in the asylum).
Posted: Sat Aug 03, 2002 3:35 pm
by Alson
Originally posted by sarevok02
Im not that stupid i meant is there a way without having ANY spell protections .So u take damge while casting but u continue (sorta like Irenicus when u fight him in the asylum).
Actually, there is a way,
IF your mage is using a script.
It is cheating, but you don't seem to mind, because you asked about SK.
Find (or write) a script that cast spell using the
ReallyForceSpell() instead of
Spell(). That would allow your spells to be cast uninterupted.
Posted: Sat Aug 03, 2002 4:25 pm
by fable
Originally posted by sarevok02
Im not that stupid i meant is there a way without having ANY spell protections .So u take damge while casting but u continue (sorta like Irenicus when u fight him in the asylum).
I wasn't suggesting you're stupid, @Saverok2, only attempting to cover a variety of bases.

Posted: Sat Aug 03, 2002 5:21 pm
by sarevok02
@fable,i didnt mean to offend u either its just that obviously EVERYONE that plays BG knows that there is a way for a mage to cast peecefully

.@AlsonI dont usually use scripts but i know how,is ReallyForceSpell() a CLUA command?and yes my character is a mage(true class).
Posted: Sat Aug 03, 2002 6:15 pm
by Alson
Originally posted by sarevok02
~@Alson, I dont usually use scripts but i know how,is ReallyForceSpell() a CLUA command?and yes my character is a mage(true class).
No, ReallyForceSpell() isn't a CLUA command, it's a script command.
You need a script that casts spells using ReallyForceSpell() instead of Spell() ( SpellNoDec() is also interuptable, i think ), and assign the script for your mage.
I don't know where you can get one, but you can either write it yourself or ask someone really nice to write it for you

.
Posted: Sat Aug 03, 2002 7:24 pm
by sarevok02
@Alson...........................o....................crap.........................duno how to write scripts.Can i download em?
Posted: Sun Aug 04, 2002 1:43 am
by UserUnfriendly
chain contingency is completely uninterruptable, hard wired into game, i rarely cast spells the old way, just chain everything...
best thoug, with sorc...
Posted: Sun Aug 04, 2002 6:22 am
by fable
@Saverok2, can you make items? If so, consider making a wearable item that invokes the spells I've mentioned (or at least, the spells that will get you the non-interference you want) on a permanant basis.
Posted: Sun Aug 04, 2002 9:47 am
by sarevok02
@fable,u dont understand,Lets say my mage has absolutely NO equipment nor protection spells(no stoneskin no protection from magical weapon etc).So while hes casting a spell a monster hits him(he loses health)but instead of failing the spell,he continues to cast.thats what i mean ,i dunno why i wanna know this i just find it would be cool if we could do this.Imagine.....no planning spell triggers or chain contingency or spell sequencers.Just cast your spells.
Posted: Sun Aug 04, 2002 10:36 am
by Alson
Originally posted by sarevok02
~~ Imagine.....no planning spell triggers or chain contingency or spell sequencers.Just cast your spells.
These spells have other advantages then being uninteruptable.
Chains, Sequencers and Triggers allow you to cast 3 spells a round, or even more if you're using the (Chain) Contingency
ignore alacrity cheese tactic.
Posted: Sun Aug 04, 2002 11:24 am
by fable
Originally posted by sarevok02
So while hes casting a spell a monster hits him(he loses health)but instead of failing the spell,he continues to cast.thats what i mean ,i dunno why i wanna know this i just find it would be cool if we could do this.Imagine.....no planning spell triggers or chain contingency or spell sequencers.Just cast your spells.
I know, @Saverok2--that's what I'm talking about.

If you can create items, then create (for example) a ring that runs a continuous Protection Against Normal Weapons, Protection Against Enchanted Weapons, and Protection Against Missiles. With that worn, admittedly he won't take damage; but at least he'll be free of spell disruption.
If you want him to take damage but continue the spell, however, that can't be done (to my knowledge) in BG2.
Posted: Sun Aug 04, 2002 11:59 am
by Alson
Originally posted by fable
If you want him to take damage but continue the spell, however, that can't be done (to my knowledge) in BG2.
Oh, but it can be done, Fable!
Search your BG2 folder for *.BAF files. They are the source files for the scripts that in-game enemies use. They are quite simple, you can browse them using Notepad.
In some blocks, you'll notice the command - ForceSpell() or ReallyForceSpell(). That means the when the enemy is casting that spell, he can't be interupted,
but he can still take damage!
Yes, the game
CHEATS!
You can write a script for your mage that will use the ReallyForceSpell() command... So you WILL take the damage, but your spellcasting wont be interupted....
Posted: Sun Aug 04, 2002 12:14 pm
by fable
Yes, but that's with scripts.

I'm thinking (correct me if I'm wrong) that it's easier to make an item which casts a perma-spell.
Posted: Sun Aug 04, 2002 1:55 pm
by Alson
Originally posted by fable
Yes, but that's with scripts.
I'm thinking (correct me if I'm wrong) that it's easier to make an item which casts a perma-spell.
Yes, it's indeed easier to create such item - but it'll also protect you from taking physical damage, which sarevok02 don't want.
Posted: Sun Aug 04, 2002 1:58 pm
by fable
Originally posted by Alson
Yes, it's indeed easier to create such item - but it'll also protect you from taking physical damage, which sarevok02 don't want.
Okay. Let's offer him this suggestion: a ring with a few perma-spells that prevent spell disruption and damage, but in turn administer a nice hunk of damage whenever worn, plus a smaller amount of damage that is given in each successive round when the item is worn. Something that could easily kill you within, say, four rounds. That seems a nice, challenging item for strategic play.

Posted: Sun Aug 04, 2002 2:09 pm
by Alson
Originally posted by fable
Okay. Let's offer him this suggestion: a ring with a few perma-spells that prevent spell disruption and damage, but in turn administer a nice hunk of damage whenever worn, plus a smaller amount of damage that is given in each successive round when the item is worn. Something that could easily kill you within, say, four rounds. That seems a nice, challenging item for strategic play.
A nice idea!
But we can even make it better - a damage would be taken after each successful spellcasting! And, of course, make it a cursed item.
That ring will hurt while under the effect of Improved Alacrity... 
Posted: Sun Aug 04, 2002 2:27 pm
by sarevok02
@fable.I just wanted to know if it was possible and it seems it is.But i DO cheat so i can just make my hp 200 with SK so i wont die in 4 rounds

.And btw when using NearInfinity and the "effects" thingamijjy ,u can change it to "creature uninteruptable".
Posted: Sun Aug 04, 2002 2:29 pm
by sarevok02
And i asked this cuz i saw Irenicus do it and thought "aint that nice"
