Research:Magic: Difference between revisions
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(Added magic effect data.) |
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|On cast attempt | |On cast attempt | ||
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|{{StatusCol|orange|Accurate, but requires more work; spell skill depends on dominant school for multi effect spells, but is unspecified; Sound spell effect is not accounted for}}}} | |{{StatusCol|orange|Accurate, but requires more work; spell skill depends on dominant school for multi effect spells, but is unspecified; Sound spell effect is not accounted for}}}} | ||
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|On cast attempt | |On cast attempt | ||
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|{{StatusCol|red|Does not account for multiple effect spells, non-duration spells or fixed magnitude spells}}}} | |{{StatusCol|red|Does not account for multiple effect spells, non-duration spells or fixed magnitude spells}}}} | ||
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|On magic hit | |On magic hit | ||
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|{{StatusCol|red|Ignores willpower resists; which effects magic resistance apply to; reflection and absorption}}}} | |{{StatusCol|red|Ignores willpower resists; which effects magic resistance apply to; reflection and absorption}}}} | ||
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|On enchanted item use | |On enchanted item use | ||
|Charge consumed on use depends on skill. | |Charge consumed on use depends on skill. | ||
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|{{StatusCol|green|Verified; but a poorly scaling mechanic}}}} | |{{StatusCol|green|Verified; but a poorly scaling mechanic}}}} | ||
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|On game tick | |On game tick | ||
|Enchanted items may gain charge over time. | |Enchanted items may gain charge over time. | ||
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|{{StatusCol|green|Verified}}}} | |{{StatusCol|green|Verified}}}} | ||
Every item in the player's inventory charges by tickTime * fMagicItemRechargePerSecond. Items anywhere else do not charge. | Every item in the player's inventory charges by tickTime * fMagicItemRechargePerSecond. Items anywhere else do not charge. |
Revision as of 10:07, 4 September 2012
Spell Casting
Chance of successful Spell Cast
Actions affected | On cast attempt |
Description | |
Implementation status | not started yet |
Analysis status | Accurate, but requires more work; spell skill depends on dominant school for multi effect spells, but is unspecified; Sound spell effect is not accounted for |
chance = (Spells Skill * 2 + Willpower / 5 + Luck / 10 - SpellCost + CastPenalty) * (CurrentFatigue + MaximumFatigue * 1.5) / (MaximumFatigue * 2)
Cast cost
Actions affected | On cast attempt |
Description | |
Implementation status | not started yet |
Analysis status | Does not account for multiple effect spells, non-duration spells or fixed magnitude spells |
cost = 0.1 + ((min effect value / 20) + (max effect value / 20)) * ((duration - 1) / 2) + (range / 40).
x1.5 for ranged spell. Constant effect enchantments use fEnchantmentConstantDurationMult as their duration values (default 100).
- Touch/Self
cost = base cost * ((max + min) * duration * 0.025 + area * 0.0125)
- Target
cost = base cost * ((max + min) * duration * 0.3125 + area * 0.0125)
- Constant effect
cost = base cost * ((max + min) * 2.5 + area * 0.025)
The base cost are here
Magic Damage and Mitigation
Actions affected | On magic hit |
Description | |
Implementation status | not started yet |
Analysis status | Ignores willpower resists; which effects magic resistance apply to; reflection and absorption |
Spell Damage = Damage - Damage * ( Resistance - Weakness ) / 100
Item Charge
Using enchanted items
Actions affected | On enchanted item use |
Description | Charge consumed on use depends on skill. |
Implementation status | not started yet |
Analysis status | Verified; but a poorly scaling mechanic |
x = 0.01 * (110 - pcEnchant)
charge used = int(x * enchant base charge cost)
This makes items last 10 times longer at 100 enchant compared to 10 enchant, making it scale a little too well. MCP uses x = 0.025 * (400 - pcEnchant).
Natural recharge
Actions affected | On game tick |
Description | Enchanted items may gain charge over time. |
Implementation status | not started yet |
Analysis status | Verified |
Every item in the player's inventory charges by tickTime * fMagicItemRechargePerSecond. Items anywhere else do not charge.
Soulgem charging
Refer to Player Craft Skills.
Magic effects
Spells are combinations of one or more effects, which have associated code specific to the effect, and properties which cover cast ranges, resistances and other generalized behaviours that may be shared by a small set of effects.
Effect flags
Bit | Enum name | Description |
---|---|---|
0x1 | TARGET_SKILL | Affects a specific skill, which is specified elsewhere in the effect structure. |
0x2 | TARGET_ATTR | Affects a specific attribute, which is specified elsewhere in the effect structure. |
0x4 | NO_DURATION | Has no duration. Only runs effect once on cast. |
0x8 | NO_MAGNITUDE | Has no magnitude. |
0x10 | NEGATIVE | Counts as a negative effect. Interpreted as useful for attack, and is treated as a bad effect in alchemy. |
0x20 | Unverified. | |
0x40 | CAST_SELF | Allows range - cast on self. |
0x80 | CAST_TOUCH | Allows range - cast on touch. |
0x100 | CAST_TARGET | Allows range - cast on target. |
0x200 - 0x20000 | Unverified. |
Flags for all effects:
int effectFlags[] = { 0x11c8, 0x11c0, 0x11c8, 0x11e0, 0x11e0, 0x11e0, 0x11e0, 0x11d0, 0x11c0, 0x11c0, 0x11e0, 0x11c0, 0x11184, 0x11184, 0x1f0, 0x1f0, 0x1f0, 0x11d2, 0x11f0, 0x11d0, 0x11d0, 0x11d1, 0x1d2, 0x1f0, 0x1d0, 0x1d0, 0x1d1, 0x1f0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x11d0, 0x1d0, 0x1d0, 0x11c8, 0x31c0, 0x11c0, 0x11c0, 0x11c0, 0x1180, 0x11d8, 0x11d8, 0x11d0, 0x11d0, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11180, 0x11c4, 0x111b8, 0x1040, 0x104c, 0x104c, 0x104c, 0x104c, 0x1040, 0x1040, 0x1040, 0x11c0, 0x11c0, 0x1cc, 0x1cc, 0x1cc, 0x1cc, 0x1cc, 0x1c2, 0x1c0, 0x1c0, 0x1c0, 0x1c1, 0x11c2, 0x11c0, 0x11c0, 0x11c0, 0x11c1, 0x11c0, 0x21192, 0x20190, 0x20190, 0x20190, 0x21191, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x11c0, 0x1c0, 0x11190, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x9048, 0x11c0, 0x1180, 0x1180, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1188, 0x5048, 0x5048, 0x5048, 0x5048, 0x5048, 0x1048, 0x104c, 0x1048, 0x40, 0x11c8, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048, 0x1048 };