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Charged spells don't consume any mana if they're cast fast

Open i5sue5 opened this issue 4 years ago • 3 comments

Describe the bug If the player casts a charged spell fast enough it doesn't cost any mana.

Expected behavior Charged spells now cost the minimum described amount of mana.

i5sue5 avatar Feb 14 '21 10:02 i5sue5

I think “chargeable” was actually a more accurate description than “rechargeable”. https://github.com/AmProsius/gothic-1-community-patch/blob/2775fbc70322594ed1d00c96717143f0c2af5af7/scriptbase/_work/Data/Scripts/Content/Story/Text.d#L396-L397 There are essentially four types of spells in Gothic. Instant (e.g. firebolt), chargeable (e.g. fireball), investing (e.g. healing), and sustained (none present in Gothic 1).

Does the bug happen for chargeable or investment spells or both types?

szapp avatar Feb 16 '21 22:02 szapp

I think “chargeable” was actually a more accurate description than “rechargeable”.

That may be an error in the scripts as well. Chargeable has a different meaning than rechargable.

Does the bug happen for chargeable or investment spells or both types?

As far as I know this bug only affects rechargeable spells.

AmProsius avatar Feb 16 '21 22:02 AmProsius

That may be an error in the scripts as well. Chargeable has a different meaning than rechargable.

Ah, I get what you are saying: That “to charge” may both mean to load something and to cost something, whereas “chargeable” is exclusively referring to costs. However, it may also be used to refer to the former (although less common): A1CCEC85-9A53-47E4-BB1A-2EDC9F117BF5

The notion of “to recharge” is not fitting for spells too well, as they are charged up before released.

szapp avatar Feb 17 '21 11:02 szapp