Pocket Plane Group
Miscellany, Inc. => Infinity Engine Modding Q&A => Topic started by: Andyr on October 07, 2004, 09:51:08 PM
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Cam and I have been making lots of spells for Cleric Remix and we have found that often changing the duration from Instant/Permanent to Instant/Permanent after bonuses solves a lot of problems.
The IESDP doesn't have too much info on durations:
Timing Mode:
0=Duration
1=Permanent
2=While equipped
3=Delayed Duration
4=Delayed
5=Delayed?
6=Duration?
7=Permanent?
8=Permanent?
9=Permanent (after Death)
10=Trigger
Does anyone have any info as to the actual differences between the various Permanent modes? Any case in which we'd want to use Instant/Permanent instead of Instant/Permanent after bonuses? :)
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Timing Mode:
0=Duration Effect lasts the time specified
1=Permanent Effect lasts until death
2=While equipped Effect lasts while item equipped
3=Delayed Duration Effect begins after delay and lasts duration
4=Delayed Effect begins after delay, and lasts until death?
5=Delayed?
6=Duration?
7=Permanent? Effect lasts until duration expires (used in ebmedded effects)
8=Permanent?
9=Permanent (after Death) Effect lasts forever
10=Trigger
The rest are kinda hazy, iirc, so any more info would be welcome :)
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Ok, cheers. If we discover anything weird/useful we'll let you know at the IESDP update board. Though neither Cam nor I visit the G3 forum very often.
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This is why you realized just now that 'permanent after bonuses' is actually 'truly permanent' or as we call it for years by now 'permanent after death'.
Some modes have never be seen in spells, and some are seen only in saved games.
I'm fairly sure that some of the timing modes are used only in-game, never get saved and pretty useless in editing.
Like the 'trigger' mode.
I think the 'trigger' mode is set in 'just expired' effects which will be removed at the end of the update cycle.
You may want to use the old permanent effect for most spell effects that should go away with death.
Death should be a cure for most harmful effects.
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Permanent sets a stat to red, right? Permanent after death leaves it white.
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Yes, and it has some other side effects too.
Some 'permanent after death' effects directly modify the creature data without an embedded effect.
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Instant/Permanent does not cause stats to go red, at least not in Baldur's Gate. This timing mode is used by the various magical manuals and tomes.
-Echon
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"Permanent after death" should really be something like "Permanent trans-death" imo, as 'after death' could be misconstrued as meaning it takes affect after death. Which would be a cool timing mode in itself, probably.
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Applying an effect with the regular permanent timing mode on a deceased creature will cause the effect to last until revived, if my recollection doesn't fail.
-Galactygon
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"Permanent after death" should really be something like "Permanent trans-death" imo, as 'after death' could be misconstrued as meaning it takes affect after death.
Yeh, that's what I first thought.
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"Permanent after death" should really be something like "Permanent trans-death" imo, as 'after death' could be misconstrued as meaning it takes affect after death.
Yeh, that's what I first thought.
Actually 2 of them takes effect after death, and then get removed. (#195, #196).
The exact mechanism is:
normal permanency (type 1) is always an effect and this effect gets removed on death.
special permanency #1 (type 9) might alter the base stats, or take effect after death or survive death/resurrection.
There are other permanency types too.
I think its title is long enough with 'permanent after death' and it was good to replace 'bonuses' with 'death'.
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I think 'permanent regardless of death' would be a good substitution.
FYI: Ctl + R doesn't remove effects that use this timing mode.
-Galactygon