Seasoned Roamer Fireball Fodder Posted April 7, 2014 Share Posted April 7, 2014 I remember seeing a list of monster spells by level, somewhere a long time ago, but I can't find it now. Does someone still have it by any chance? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 7, 2014 Share Posted April 7, 2014 I don't recall seeing that list, but it's not hard to make one by looking at the source code. For mage spells: short caster_array[7][18] = { {1,1,1,2,2, 2,1,3,4,4, 1,1,1,2,2, 2,3,4}, {5,5,5,6,7, 8,9,10,11,11, 2,2,2,5,7, 10,10,5}, {5,5,2,9,11, 12,12,12,14,13, 13,12,12,2,2, 2,2,2}, {15,15,16,17,17, 5,12,12,13,13, 17,17,16,17,16, 2,2,2}, {15,18,19,19,20, 20,21,21,16,17, 18,18,18,18,19, 19,19,20}, {23,23,22,22,21, 21,20,24,19,18, 18,18,18,18,18, 23,23,19}, {23,23,24,25,26, 27,19,22,19,18, 18,18,18,18,26, 24,24,23}}; short emer_spells[7][4] = { {2,0,0,5}, {2,10,11,7}, {2,13,12,13}, {2,13,12,13}, {18,20,19,18}, {18,24,19,24}, {18,26,19,27}}; These are the mage spells a monster will cast at a given level; only the list for the monster's level is used, it looks like. The spells in the emer_spells list are used in very specific situations; in order, I think these are "I'm not hasted" (or possibly "I'm slowed"), "There are no friends nearby", "the party is very high level", and "my health is low", but I could be misreading the code a bit. The numbers of the spells are: 1 spark 2 minor haste 3 strength 4 flame cloud 5 flame 6 minor poison 7 slow 8 dumbfound 9 scloud (Sleep Cloud, I think) 10 summon beast 11 conflagration 12 fireball 13 summon (Minor Summoning) 14 web 15 poison 16 ice bolt 17 slow gp (Not sure what "gp" means here) 18 major haste 19 firestorm 20 summon (Medium Summoning) 21 shockstorm 22 m. poison (Major Poison, I assume) 23 kill!!! 24 daemon 25 major bless 26 summon (Major Summoning) 27 shockwave For priest spells: short caster_array[7][10] = { {1,1,1,1,3,3,3,4,4,4}, {5,5,6,6,7,7,8,8,8,9}, {9,6,6,8,11,12,12,5,5,12}, {12,12,13,13,14,9,9,14,14,15}, {19,18,13,19,15,18,18,19,16,18}, {22,18,16,19,18,18,21,22,23,23}, {26,26,25,24,26,22,24,22,26,25}}; short emer_spells[7][4] = { {0,1,0,2}, {0,8,0,2}, {0,8,0,10}, {0,14,0,10}, {0,19,18,17}, {0,19,18,20}, {25,25,26,24}}; The spells in the emer_spells list are used in very specific situations; it looks like the same situations as for mage spells. The numbers of the spells are: 1 Blesses 2 heals 3 wrack (I think this is a weaker version of Wound) 4 stumble 5 Blesses 6 curse 7 wound 8 summon spirit 9 disease 10 heals 11 holy scourge 12 smite 13 curse all 14 sticks to snakes 15 martyr's shield 16 bless all 17 heals 18 Flamestrike 19 summon host 20 heals 21 holy ravaging (damage, poison, and slow one target) 22 summon guardian 23 pestilence 24 revive all 25 avatar 26 divine thud Quote Link to comment Share on other sites More sharing options...
Seasoned Roamer Fireball Fodder Posted April 7, 2014 Author Share Posted April 7, 2014 Thank you so much! I think I can fill in the gaps here: The "slow gp" is almost certainly Slow Group. "M. poison" is definitely Major Poison, I've been on the receiving end of that one all too often... "S cloud" is, I think, Stinking Cloud. I mean, I don't remember using the Awaken spell all that often heh. Also if I recall correctly, a few of the spells are different to the player's (e.g. major blessing doesn't give the monsters poison attacks) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 8, 2014 Share Posted April 8, 2014 That's quite possible, as the monster spells are implemented separately from the PC spells (Wrack and Holy Ravaging aren't even available to PCs). That specific case could also be a result of monsters not honouring the poison weapon status; I'm not going to investigate right now to see which is the case, though, as I'm busy trying to get UI to work properly. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast keira Posted April 11, 2014 Share Posted April 11, 2014 One thing I would like to do (in the long term) is create a standardized spell/ability structure/class so that we can manipulate spells with ease. It would make interchanging spells between PCs/NPCs easier, plus it'd open the door to custom spell implementation (a custom spell could be assigned a scenario special kind of like (iirc) how special item abilities are currently handled. maybe put target coords in a couple "special" SDFs for good measure. I dunno) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 12, 2014 Share Posted April 12, 2014 Very long term, I'd say. >_> Quote Link to comment Share on other sites More sharing options...
Seasoned Roamer Fireball Fodder Posted April 26, 2014 Author Share Posted April 26, 2014 Just a quickie - "S. cloud" is indeed Stinking Cloud, just had a monster cast it at me. Also, I don't ever recall someone using Shockwave against me - Indeed, it would be an odd choice, since the high level monster mages often hide behind screens of cannon fodder, and that spell would do massive damage to such a screen. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 26, 2014 Share Posted April 26, 2014 There's code specifically to check if Shockwave is a good idea, if it was picked by the random number generator (or emergency criteria). If it determines it's not a good idea, the monster will cast Major Summoning instead. It decides it's not a good idea if it's friendly to the party or if it has less than 45 levels worth of allies (at least, I think that's how the count_levels function works, though it has some odd stuff in it, so that might not be quite right). Quote Link to comment Share on other sites More sharing options...
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