EffectHaste

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EffectHaste()

Returns a new effect object.

Description

Create a Haste effect.

Haste effects add +4 dodge AC, +1 action/round (be it a spell, so can cast 1 every 3 seconds, or an extra attack (be it spell or attack)) and 50% movement speed increase.

Haste doesn't stack - item haste is exactly the same as these effects, even down to the dodge AC. Two hastes can be applied at once. I highly HIGHLY recommend no permanent haste items in a module, they are highly unbalancing and worth a great many vorpal weapons.

The target this effect is applied to must be a creature for it to work. This effect should not be applied instantly, only temporarily or permanently.



Remarks

This can be emulated by linking suitable other effects (EffectModifyAttacks(), EffectACIncrease(), EffectMovementSpeedIncrease()) if you do not want to give them an extra spell each round, which is not included in the 3.5E rules because it wasn't the aim of the spell to make mages that quick at casting spells.

Haste is not overridden or dispelled by, but merely overlaps with Slow, as in they just cancel each other.

The dodge AC stacks as if it were a normal EffectACIncrease().

The extra attack can be a normal bonus melee attack (at your full, highest, base attack bonus), or even another spell - that is, spells take 3 seconds to cast and you can cast 2 in a round.

Effect functions are Constructors, which are special methods that help construct effect "objects". You can declare and link effects, and apply them using an ApplyEffectToObject() Command. Once applied, each effect can be got separately via. looping valid effects on the target (GetFirst/NextEffect()). See the Effect Tutorial for more details.


Version

1.62

Example

// Sample code for applying 1 strength damage to a target
 
void main()
{
    // This is the Object to apply the effect to.
    object oTarget = OBJECT_SELF;
 
    // Create the effect to apply
    effect eHaste = EffectHaste();
 
    // Create the visual portion of the effect. This is instantly
    // applied and not persistent with whether or not we have the
    // above effect.
    effect eVis = EffectVisualEffect(VFX_IMP_HASTE);
 
    // Apply the visual effect to the target
    ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
    // Apply the effect to the object   
    ApplyEffectToObject(DURATION_TYPE_PERMANENT, eHaste, oTarget);
}

See Also



 author: Michael Nork, editor: Jasperre, additional contributor(s): Jasperre