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Author Topic: no alignment change on casting a neutral spell + no reagents (documented) (EP8)  (Read 45367 times)
TripleM
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no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« on: 2008 September 01, 20:23:25 »
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name: noalignmentchangeonneutralcast.package

description: casting a neutral spell does not change your alignment anymore.

alignment shift is calculated through (targetalignment of spell - currentalignment of caster) * spellweight / 100. i have set the weight (0x1000:0x02) of all neutral spells to 0, so they actually dont influence alignment anymore. i dont know, if these weights influence anything else than alignment, so consider this a hack, not a fix.




name: noreagentsdocumented.package

description: set the reagent requirements for all spells to 0, but "Magus Mutatio". all BCONs are halfway decent documented now, so you can adjust them to your liking.


name: noalignmentchangeoncast.package

description: casting a spell does not change your alignment at all.


name: noalignmentreqandchange.package

description: casting a spell or creating an object dont have alignment requirements and dont change alignments. magic skill requirement stays in place. although, casting a spell or creating an object of the wrong alignment take much longer, have lower success rates and drain motives much more, as already implemented through EAxis.


so long,

* noalignmentchangeonneutralcast.package (1.88 KB - downloaded 2173 times.)
* noreagentsdocumented.package (12.65 KB - downloaded 1433 times.)
* noalignmentchangeoncast.package (4.29 KB - downloaded 1223 times.)
* noalignmentreqandchange.package (5.29 KB - downloaded 1544 times.)
« Last Edit: 2008 September 17, 04:30:39 by TripleM » Logged

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Menaceman
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #1 on: 2008 September 15, 15:45:55 »
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Cheers! I will certainly be making use of the no neutral spell alignment change. Why should using a neutral spell make you less good or evil?

On a side note the only other thing I can think the weights may effect would be the new reputation guage but I have no idea so just ignore me if I'm in completely the wrong ball park.
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Tsarina
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #2 on: 2008 September 15, 17:37:49 »
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Thank you! I was ranting about this in #grah a few days ago.

Is it possible to make a hack that makes spells not change your alignment at all? I wish the only way to change alignment would be by studying it.
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #3 on: 2008 September 15, 18:03:46 »
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Is it possible to make a hack that makes spells not change your alignment at all? I wish the only way to change alignment would be by studying it.

I think I'd like that as well, an evil witch or a good witch should be able to cast a good or evil spell respectively once in a while without their alignment changing, even a little bit.
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TripleM
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #4 on: 2008 September 15, 23:13:30 »
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On a side note the only other thing I can think the weights may effect would be the new reputation guage but I have no idea so just ignore me if I'm in completely the wrong ball park.
i dont think, the weights have any influence on reputation. i'm more concerned about their possible influence on the magic level of a sim, but i dont have enough enthusiasm to check that.

Thank you!...
oh no. i thank you! Roll Eyes

Is it possible to make a hack that makes spells not change your alignment at all? I wish the only way to change alignment would be by studying it.
I think I'd like that as well, an evil witch or a good witch should be able to cast a good or evil spell respectively once in a while without their alignment changing, even a little bit.

i would not like it that way, because i think, casting a specific spell of course reflects your alignment. but it is not my part to judge, only to percieve, so here you go:

name: noalignmentchangeoncast.package

description: casting a spell does not change your alignment at all.

* noalignmentchangeoncast.package (4.29 KB - downloaded 811 times.)
« Last Edit: 2008 September 15, 23:20:55 by TripleM » Logged

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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #5 on: 2008 September 16, 00:35:14 »
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Oh yes! I don't understand, if something is neutral, then how does it effect how good or bad your which becomes? It's neutral of all things! XD

Thanks for sharing. If I do get around to which-craft in the game, I'll be sure to remember I have this hack.
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MidnightVoyager
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #6 on: 2008 September 16, 03:43:27 »
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Thanks muchly for sharing! My little witchly types don't believe that a spell can, by nature, be good or evil. This noalignmentchange bit will be perfect for them.
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knightguy
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #7 on: 2008 September 16, 10:22:51 »
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Thanks

now if only someone can make a mod to enable all spells no matter the alignment
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TripleM
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #8 on: 2008 September 16, 15:54:30 »
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now if only someone can make a mod to enable all spells no matter the alignment

name: noalignmentreqandchange.package

description: casting a spell or creating an object dont have alignment requirements and dont change alignments. magic skill requirement stays in place. although, casting a spell or creating an object of the wrong alignment take much longer, have lower success rates and drain motives much more, as already implemented through EAxis.

i dont know, if somebody already noticed it, but sitting on the throne of opposite alignment drains your motives, instead of replenish them. i didnt checked the influence of aligned objects on environment score.

* noalignmentreqandchange.package (5.29 KB - downloaded 987 times.)
« Last Edit: 2008 September 17, 04:22:18 by TripleM » Logged

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Cappuccino
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #9 on: 2008 September 16, 22:28:37 »
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now if only someone can make a mod to enable all spells no matter the alignment

name: noalignmentreqandchange.package

description: casting a spell or creating an object dont have alignment requirements. magic skill requirement stays in place. although, casting a spell or creating an object of the wrong alignment take much longer, have lower success rates and drain motives much more, as already implemented through EAxis.

Do I understand it correctly that this also contains the noalignmentchangeoncast.package mod too, or should I get both? Thanks for these by the way, especially since it's not something you'd make for yourself. Smiley
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TripleM
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #10 on: 2008 September 17, 04:25:07 »
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Do I understand it correctly that this also contains the noalignmentchangeoncast.package mod too, or should I get both? Thanks for these by the way, especially since it's not something you'd make for yourself. Smiley
you did.

dont mix the different alignment-packages, cause they all modify the same BCON-tables (more or less).
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IAmTheRad
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #11 on: 2008 September 18, 02:35:05 »
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Gee, you fixed a eaxis bug that exists in the game but it says otherwise in the readme. Which is the alignment change thingy.

Why they did this, I don't know. But if I want a evil warlock Pescado, I'd rather he can make people on fire and teleport around doing it.
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kazebird
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #12 on: 2008 October 06, 21:00:16 »
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If you are still taking orders, I would like some spam, eggs, sausage, and spam...  Oh and a  noalignmentreqandchangeonneaturalcast on the side.

Oh I almost forgot that Floof wants some spam, spam,spam,spam,spam, baked beans, spam, spam, spam, and spam.
« Last Edit: 2009 April 11, 19:29:09 by parrot » Logged

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fatkitty
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #13 on: 2008 October 06, 21:54:18 »
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Thanks

now if only someone can make a mod to enable all spells no matter the alignment

Squinge made one.
http://www.insimenator.net/showthread.php?t=95227
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TripleM
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #14 on: 2008 October 06, 22:37:56 »
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Thanks

now if only someone can make a mod to enable all spells no matter the alignment

Squinge made one.
http://www.insimenator.net/showthread.php?t=95227

if you haven't noticed, this was already done in response to the request. look here.
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fatkitty
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #15 on: 2008 October 06, 22:42:39 »
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I'm sorry.  I must have overlooked that reply.  That's what I get for trying to read/type with 2 little kids climbing on me.  I can remove it if you'd like.
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catpaw
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #16 on: 2009 February 27, 05:00:57 »
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I downloaded Treeag's "No Stupid Reagents" from MTS2, but the hack conflict detector says it conflicts with MATY's firemod, which I can't play without. But this thread here: http://www.moreawesomethanyou.com/smf/index.php/topic,13372.0.html says that the "noreagents" hack breaks the spectral cats. Could you please look into it? I'm lazy enough that I want to cast spells without having to use reagents, but I don't want to break the spectral cats or end up having my sims diaf because they're too stupid to use a fire extinguisher.
« Last Edit: 2009 February 28, 09:01:00 by catpaw » Logged
Tamha
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #17 on: 2009 February 28, 00:57:41 »
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If you are still taking orders, I would like some spam, eggs, sausage, and spam...  Oh and a  noalignmentreqandchangeonneaturalcast on the side.

If there's any chance for this, I would also like it. I think the witchy types should have access to all the spells, but if they cast something opposed to their alignment it should effect them. But neutral should still be neutral, ffs.
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akatonbo
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Re: no alignment change on casting a neutral spell + no reagents (documented) (EP8)
« Reply #18 on: 2009 March 26, 02:59:48 »
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I'd really like to see that too, Tamha, but TripleM hasn't been around since January, so it might be a while.

Incidentally, Pescado has indicated that the spell-casting related code in firemod isn't being run, so the conflict with treeag's mod can presumably be ignored.
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rufio
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Re: no alignment change on casting a neutral spell + no reagents (documented) (E
« Reply #19 on: 2009 April 02, 05:58:42 »
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If you are still taking orders, I would like some spam, eggs, sausage, and spam...  Oh and a  noalignmentreqandchangeonneaturalcast on the side.

If there's any chance for this, I would also like it. I think the witchy types should have access to all the spells, but if they cast something opposed to their alignment it should effect them. But neutral should still be neutral, ffs.

I want it too, so I opened up TripleM's hacks in SimPE, compared them to each other to the EAxis code, and made some changes based on my learnings.  You can download it here.  It works as far as I can tell, which is not very far since I don't have any really advanced witches yet.
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