Returns a new Haste effect.
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.
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. You do lose the benefit of the "balancing" of EffectHaste and EffectSlow however; see breakdown.
Note: in NWN:EE EffectModifyAttacks is better than the added attack haste grants.
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.
There is no information available from the effect with GetEffectInteger or similar.
EffectHaste and EffectSlow have a kind of "balancing act" when applied or removed. They count up and apply one or the other depending on the amount, with a equal balance meaning neither applies.
EffectHaste has these internal effects applied:
- EffectACIncrease(4, AC_DODGE_BONUS, AC_VS_DAMAGE_TYPE_ALL)
- Haste flag:
- Additional spellcasting speed - see below.
- Have HASTED_BONUS_ATTACKS added (default 1). This is added as an additional attack following normal BAB progression (so +9/+4 gets an additional +1 attack, so 9/4/-1 total.
Spellcasting speed is similar but not entirely the same as Metamagic: Quicken. The effects are:
- Short spellcasting round time of 3000 is used if hasted. This is defined as the FAST_SPELLCAST_ROUND of ruleset.2da.
- ConjTime in spells.2da is halved (so a usual 1500 becomes 750) making concentration checks less likely over a round. Quicken lowers it to 500 so even less.
- You still get a broadcast Attack of Opportunity for each spell unlike Quicken
The FAST_SPELLCAST_ROUND amount controls if you can cast another spell quickly. Setting it to 1000 for instance allows more spells, but due to ConjTime and CastTime there are still lower limits with a default spells.2da. Raising it makes the round slower - so 6000 as the value acts basically the same as normal, excepting the shorter ConjTime haste provides (stopping as many concentration checks). However this has a knockon effect on Quicken spells not quickening.
If hasted counterspells won't work against the creature unless the counterspeller is also hasted.
// 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);
author: Michael Nork, editor: Jasperre, additional contributor(s): Jasperre