As the 0 cost is in CE used for some unique level-disciplines, there is a way how to avoid the problem with subsequential not displaying the higher level-disciplines via mouse scroll.
So far I have made functioning 3 of 4 options (in disciplinetgt_xxx):
"Affects"
"Self""Affects"
"Range""Affects"
"Target""Affects" "Cone"The easiest way is of course to set the
"BloodCost" "0", but this will have an unwanted effect of disappearing two or three higher levels in the same Discipline from the mouse scroll. Therefore, I was looking after a different approach to it - I left the
"BloodCost" "1" and during the discipline effect (namely target hit) let it immediately return 1 point of blood back to the caster via
"Heal_Blood" "1".
"Self" - the very simple way. All you need is to add heal_blood under
"Hit_Player_Supernatural":
- Code:
-
AoE
{
"Range" "0"
"Source" "Self" // Self/Target
"Affects" "Self" // Self/Target/Radius:#/Cone:#
Affects_Filters
{
"Critter" "1"
"Self" "1"
}
...
}
Hit_Player_Supernatural
{
"InheritFrom" "Hit_Player_Human"
"Heal_Blood" "1"
}
"Range" - a bit more tricky way. Here is only the step from above not sufficient, you will have to change more code. First, I have found out that there is a problem with the table
"Hit_Invulnerable" - it is beeing generally substituted for the
"Hit_Player_Human", which means that there is a need to exclude the player here (although I haven't tested the situation with using the invicibilty cheat/command: it may collide with it). Next, you will also need to add
"Self" to the discipline AoE.
So the final code could look like this:
- Code:
-
AoE
{
"Range" "400"
"Source" "Self" // Self/Target
"Affects" "Radius" // Target/Radius:#/Cone:#
"MaxRadius" "400"
Affects_Filters
{
"Critter" "1"
// "No_Self" "1"
"Self" "1"
}
Affects_Table
{
Affects_Filters
{
"Invulnerable" "1"
"No_Self" "1"
}
Default_Mapping
{
"HitTable" "Hit_Invulnerable"
}
}
...
}
Hit_Player_Supernatural
{
"Heal_Blood" "1"
}
"Target" - the complicated one. If the
"Affects" are
"Target" or
"Cone", the game seems to be avoiding the caster as a possible target for effect. You'll have to add another new hidden "back-discipline" like it is defined by the Thaumaturgy. The final code may than look like this:
- Code:
-
AoE
{
"Range" "800"
"Source" "Self" // Self/Target
"Affects" "Target" // Target/Radius:#/Cone:#
Affects_Filters
{
"Critter" "1"
"Self" "1"
}
Affects_Table
{
Affects_Filters
{
"Invulnerable" "1"
"No_Self" "1"
}
Default_Mapping
{
"HitTable" "Hit_Invulnerable"
}
}
...
}
Hit_Human
{
"Duration" "10-13"
"Hit_Player_Human" "1"
Trigger_Casting
{
"DisciplineFX" "Dementation_BloodHeal"
"Source" "Target"
"Affects" "Self"
}
}
... and the additional "hidden" discipline to do the healing effect:
- Code:
-
// ---------------------
// Dementation: Level 1 BloodHeal
DisciplineTgt
{
"Name" "BloodHeal"
"InternalName" "Dementation_BloodHeal"
"Discipline" "Dementation"
"Level" "1"
"BloodCost" "0"
"Overt" "0"
"SupernaturalLvl" "0"
"RecoveryTime" "0"
AoE
{
"Range" "0"
"Source" "Self" // Self/Target
"Affects" "Target" // Target/Radius:#/Cone:#
Affects_Filters
{
"Critter" "1"
"No_Self" "1"
}
// Tables:
Affects_Table
{
Affects_Filters
{
"Human" "1"
"Player" "1"
}
Default_Mapping
{
"HitTable" "Hit_Player_Human"
}
}
Affects_Table
{
Affects_Filters
{
"Supernatural" "1"
"Player" "1"
}
Default_Mapping
{
"HitTable" "Hit_Player_Supernatural"
}
}
Affects_Table
{
Affects_Filters
{
"DisciplineStrata" "0"
}
Default_Mapping
{
"HitTable" "Hit_Human"
}
}
Affects_Table
{
Affects_Filters
{
"Human" "1"
}
Default_Mapping
{
"HitTable" "Hit_Human"
}
}
Affects_Table
{
Affects_Filters
{
"Supernatural" "1"
"No_Boss" "1"
}
Default_Mapping
{
"HitTable" "Hit_Human"
}
}
Affects_Table
{
Affects_Filters
{
"Boss" "1"
}
Default_Mapping
{
"HitTable" "Hit_Human"
}
}
}
Effect_Src_Instant
{
SoundFX
{
}
}
Effect_Src_Hit
{
}
// Effects:
Hit_Player_Human
{
"Heal_Blood" "1"
}
Hit_Player_Supernatural
{
"InheritFrom" "Hit_Player_Human"
}
Hit_Human
{
"Heal_Blood" "1"
}
}
// ---------------------
"Cone" - for this area of effect I have not found out the solution yet, as there can be more than 1 target at once and each hit will trigger the "blood healing" effect if used in the similar way like with the
"Target" affection. One way that
*might be working* is via reversed chaining - i.e. first to cast spell on
"Self", then the actual (but hidden) effect via "Cone" on enemies. I tried it only briefly and I was not able to get it running over 2 or 3 tests (i.e. both the tageting effect through the red ankh & the blood back to have cost of 0 blood in the end). I have to stop all the further tests in this direction because of insufficient time, lately. You are - of course - welcome to continue on it, if you the spare time
For me the 3 ways out of 4 are enough at the moment as I can live along with only "Range" instead of "Cone" AoE for the Dominate/Dementation.
Hopefully this would be helpfull to someone
-X-