ActionCastSpellAtLocation(int, location, int, int, int, int)

From NWN Lexicon
Jump to navigationJump to search

Cast a spell at a specific location.

void ActionCastSpellAtLocation(
    int nSpell,
    location lTargetLocation,
    int nMetaMagic = METAMAGIC_ANY,
    int bCheat = FALSE,
    int nProjectilePathType = PROJECTILE_PATH_TYPE_DEFAULT,
    int bInstantSpell = FALSE,
    int nClass = -1,
    int bSpontaneousCast = FALSE,
    int nDomainLevel = 0
);

Parameters

nSpell
The SPELL_* constant matching the spell to cast
lTargetLocation
The location at which to cast the spell
nMetaMagic
A METAMAGIC_* constant signaling what metamagic should be applied to the spell (Default: METAMAGIC_ANY)
bCheat
If this is TRUE, the executor of the action doesn't have to be able to cast the spell. It also changes the spell caster/save DC see remarks for details. (Default: FALSE)
nProjectilePathType
A PROJECTILE_PATH_TYPE_* constant (Default: PROJECTILE_PATH_TYPE_DEFAULT)
bInstantSpell
If this is TRUE, the spell is cast immediately; this allows the end-user to simulate a high-level magic user having lots of advance warning of impending trouble. See remarks for more details. (Default: FALSE)
nClass
If set to a CLASS_TYPE_* it will cast using that class specifically. CLASS_TYPE_INVALID will use spell abilities. (Default: -1)
bSpontaneousCast
If set to TRUE will attempt to cast the given spell spontaneously, ie a Cleric casting Cure Light Wounds using any level 1 slot. Needs a valid nClass set. (Default: FALSE)
nDomainLevel
The level of the spell if cast from a domain slot. eg SPELL_HEAL can be spell level 5 on a cleric. Use 0 for no domain slot. (Default: 0)


Description

Use this function to cast a spell at a specific location. You must at least give this function a Spell (nSpell) and a Location (lTargetLocation) for it to work properly.

The location can be a Waypoint or anything else you can set in the GetLocation function.

Set bCheat to true if you wish the executor of the script to be able to cast the spell whether or not they have the ability to cast.


Remarks

Use this function when you wish to cast a spell at a particular location. The object calling this function will become the origin of the casting. For example a fireball trap that triggers over a chest. Note that spells cast with this function will actually apply their damage and/or effects; for visuals only, see ActionCastFakeSpellAtLocation.


bCheat

How does bCheat work? What does the spell end up being? Well it uses the Innate column as the spell level for starters.

  • Caster Level: defaults to 10 (level 1 innate) to 17 (level 9 innate); seems to be: floor(10, (Innate Spell Level * 2) - 1)
    • Level 0-5: 10. Level 6: 11. Level 7: 13. Level 8: 15. Level 9: 17. Level 10: 19.
  • MetaMagic parameter is ignored/not passed through, even if it could be valid (likely since it acts like an "innate" spell where metamagic is ignored)
  • Save DC is 13 + innate level of spell, regardless of spell feats, ability scores, etc. Basically it's a spell ability cast at 16 charisma.


bInstantSpell

While this will make the action of casting the spell have 0 "cast time" it will still need the actor to be commandable (you can't have a reactionary casting of Stoneskin if the caster is paralyzed for instance). It also appears to respect the "combat round" timer which allows spells to start casting, so it does "queue" the spell even if "instant" until it can apply it. You can queue up several spells using this at once and all of them should fire at once.


Casting Specific Spells / Doamin Spells / Spontaneous Spells

With the advent of GetMemorizedSpellReady and similar functions you can now retrieve the state of individual spell slots or creature abilities. These can then be directly fed into parameters to correctly cast:

  • nMetaMagic - Set to a particular metamagic - but they need to be a Sorcerer with the feat and the right slot to use up, or it be set as a readied spell.
  • nDomainLevel - This is the level of the spell if a domain spell, eg; Heal can be cast by a Healing Domain cleric at level 5, so you'd use 5 here. Use 0 otherwise.
  • nClass - If -1 it tries to find a class with the given spell. Else with a set class it checks only that class. This can be combined with nDomainLevel and bSpontaneousCast. A Sorcerer / Wizard hybrid can now choose which class spells to use. Or you can force the use of creature abilities with CLASS_TYPE_INVALID.
  • bSpontaneousCast - This can be used to force spontaneous casting on or off. Useful to manage the cases you want spontaneous spells.


Known Bugs

Other previously noted bugs (subspells, domain spells, spontaneous casting) should now be generally fixed or remedied by additional parameters. If not please report them on github.


Version

This function was updated in 1.88.8193.36 of NWN:EE. ActionCastSpellAtObject(), ActionCastSpellAtLocation() now have nClass and bSpontaneousCast parameters.


Example

// The script below is placed on the OnUse Event handler for a placeable, in our
// example a lever. When used it casts a Fireball spell at the target. In this case
// the target is a Waypoint with the tag "TARGET_WP1".
void main()
{
    location lTarget = GetLocation(GetWaypointByTag("TARGET_WP1"));
    ActionCastSpellAtLocation(SPELL_FIREBALL, lTarget, METAMAGIC_NONE, TRUE, PROJECTILE_PATH_TYPE_HIGH_BALLISTIC, TRUE);
}


See Also

functions:  ActionCastSpellAtObject, ActionCastFakeSpellAtLocation
constants:  SPELL_* Constants



author: Dan Spezzano, editor: Jasperre, additional contributor(s): Jasperre