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Multiclass sorcerer spells disappear #4

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vasib opened this issue Dec 29, 2022 · 2 comments
Open

Multiclass sorcerer spells disappear #4

vasib opened this issue Dec 29, 2022 · 2 comments

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@vasib
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vasib commented Dec 29, 2022

I'm trying out a multiclass cleric/sorcerer and I noticed that every time I cast a spell all arcane spells temporarily or permanently disappear. I have to wait a few seconds until they reappear again. Sometimes I have to wait more than 1 round and other times they never appear again.
If they don't appear for multiple rounds I have to reload the game multiple times for them to show up.
Is this a known thing or just something on my setup?

I also noticed with eekeeper the effects tab has a huge amount of entries. Ex:
image
image

There are a couple of hundred of Unused and Spell: Protection from Spell [206]. I'm not sure if they will keep growing or not but it looks very strange.

@subtledoctor
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When you cast a spell, your spells are disabled for one second (so no Improved Alacrity cheese with this system). That is normal behavior. Those 206 effects are normal, and in fact necessary.

Don’t know about spells disappearing for more than one second though, sounds like something else is interfering with the spellcasting system. Did you edit your character with EEKeeper? I know that can corrupt these characters…

@vasib
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vasib commented Jan 3, 2023

Most of the time things work without problems.
The cleric/sorcerer combination seems to have a small (maybe 5%) chance where the arcane spells don't show up even after 2-3 rounds. I did however edit the character with EEKeeper, but just the stats from what I recall.
I've tried other combinations like fighter/sorcerer and thief/sorcerer and I could not reproduce this.

You mentioned the delay should be 1 second, but it might be bigger.
I don't know how to measure precisely this delay. I used the timer module from EEex to get a visual indicator. The cyan bar on the left of the portrait is the spell casting indicator (ignore the green bar; that's the game engine checking for contingency confitions). It starts when you start casting a spell and fills up in 1 round. To test this, I cast Mirror Image with a casting time of 1.

I attached 3 images to showcase this delay.
The image on the left is paused when the spell is finished.
The image in the middle is paused when the spell-casting button is reactivated, but with multiple pause/unpause (about 30) between the spell going off and the reactivation of the spell casting button.
The image on the right is paused when the spell-casting button is reactivated, but with no pause/unpause in between .

image
So it looks like this delay is bigger than 1 second. Also, pausing/unpausing makes this delay even longer.

Second topic. I also agree that Improved Alacrity can be cheesy especially with items such as Robe of Vecna.
But there are 2 other noticeable drawback:

  1. If you cast a spell with a big casting time, like 9, you should be able to start casting the next spell almost immediately.
    But because this inter-spell delay can take 1-3 seconds (from my measurements), it will spill over the next round and delay your next spell.

  2. When your character finished casting a spell you should be able to immediately queue the next spell and rest assured the character will start to cast it as soon as possbile.
    However, if the spell casting button is disabled, you can't do this. You have to pause/unpause multiple times to check if the button was reactivated.
    Sidenote: this can only affect your main character since there are no other joinable sorcerers, but I noticed this is the same kind of implementation/behavior for the mod 5E_spellcasting. Having multiple such spellcasters in your party means pausing/unpausing and looping through all of them to check if you can queue a new spell which is rather tedious.

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