- Status New
- Percent Complete
- Task Type Feature Request
- Category Engine → Magic System
- Assigned To No-one
- Operating System
- Severity Low
- Priority
- Reported Version
- Due in Version Undecided
-
Due Date
Undecided
-
Votes
8
- Carbo Boek (17.12.2022)
- Kamara (23.02.2014)
- Daevaorn (10.10.2013)
- Franz Sauerzopf (23.09.2013)
- Tay (05.08.2013)
- Erteky (05.08.2013)
- bonifarz (05.08.2013)
- Luzino (04.08.2013)
- Private
Attached to Project: PlaneShift
Opened by nobody special - 04.08.2013
Last edited by Davide Vescovini - 05.08.2013
Opened by nobody special - 04.08.2013
Last edited by Davide Vescovini - 05.08.2013
FS#6097 - refresh spell duration instead of failure
spells that give buffs should have their duration reset upon further castings instead of casting having no effect within the spells duration.
If I cast defensive wind, currently subsequent castings have no effect while the spell is active. Could this be changed so that the second spell restarts the duration timer?
ID | Project | Summary | Priority | Severity | Assigned To | Progress | |
---|---|---|---|---|---|---|---|
6081 | PlaneShift | FS#6081 - List of Spell feature requests | Low | Davide Vescovini, Tuathanach |
Sounds reasonable and convenient. Any objections from the rules department? Or can there be problems with secondary resistance effects?
other than eventual problems there's still no way to know the effect's residual duration and extend it again, as of now the only solution could be deleting the existent effect and re-applying the effect again and it's still untested.
Resetting the timer to zero (or predefined value) without knowing it's real value would not work?
Sorry, I don't know the code, but it should be possible unless it's something in the style of use and forget (but from what it determines whether it has to start new effect or not when the effect is still in use and you are casting it again?).
As of now the engine doesn't allow to "reset the timer", I have no idea how hard it would be to implement (probably medium to hard), the only workaround is deleting the previous effect and casting it anew.
A simple way might be to classify all friendly spells as a given type (as we have magical curses, poisons). This third type would be dispellable by a realm 1 spell castable only on self (like relaxing sleep) with a common, easy to acquire combination of glyphs (such as fire + death + arrow + air since that combination is likely never to be used) or it could be the no-glyph spell if the game is compatible with that.