Movement speed buffering and damage repair

by SkyLover264·v1.0·Updated 2018-11-09

Mod/Resources Fixed a bug that prevented buffs and movement speed from being damaged by correctly applying magic effects.

Screenshots 1 screenshots

About this mod Machine translation

Mod/Resources Fixed a bug that prevented buffs and movement speed from being damaged by correctly applying magic effects.

If you've ever created or used a spell, potion, enchantment, etc. that increases or damages movement speed, you may have noticed that it doesn't seem to have any effect. This is the most notable frost magic, it's supposed to cut movement speed in half for a few seconds, but it doesn't. It turns out that this is due to the mechanism by which magic effects change movement speed.

Movement speed really depends on two things. The first is a set of speed forms associated with different creatures and movement types, and the second is an actor value called a speed multiplier. When something happens, the game recalculates the speed of movement by taking the speed of the current movement and multiplying it by a speed multiplier. This is where the problem occurs.

When a magic effect changes movement speed, it actually changes the speed multiplier, which works on paper, but in practice the game doesn't recalculate movement speed when a magic effect is applied, nor when the speed multiplier changes, so spells/potions/what have you appear to be broken.

This mod provides a circular solution to the problem by attaching a script to all movement speed effects (with the goal of instantaneously changing the effect's inventory weight) and then reverting the changes at the beginning and end of the effect. Since changes to the inventory do force the game to recalculate movement speed, this effectively makes the game handle these effects correctly.

Feel free to use this script as a resource and include it in any mod you make, but I recommend linking back to this page in case the new version is newer than the one you are using.

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If you've ever created or used a spell, potion, enchantment, etc, that buffs or damages movement speed, you may have noticed that it doesn't seem to have any effect at all. This is most notable with frost magic, which is supposed to cut movement speed in half for a few seconds, but doesn't. It turns out that this is due to the mechanics by which magic effects alter movement speed.

Movement speed is actually determined by two things. First is a set of speed forms pertaining to both different creatures and types of locomotion, second is an actor value called the Speed Multiplier. When certain things occur, the game recalculates movement speed by taking the speed for the current locomotion and multiplying it by the speed multiplier. This is where the problem occurs.

When a magic effect alters movement speed, it is actually changing the speed multiplier, which works on paper, but in practice, the game does not recalculate movement speed when a magic effect is applied, nor when the speed multiplier is changed, so the spell/potion/what-have-you appears to be broken.

This mod provides a roundabout fix for the problem by attaching a script to all movement speed effects which changes the target of the effect's inventory weight for a split second, then reverts the change, both at the start and end of the effect. Since changes to the inventory do prompt the game to recalculate movement speed, this effectively makes the game process these effects properly.

Feel free to use this script as a resource and include it in any mods you make, but I would suggest linking back to this page in case a newer version than what you used has been released.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
移动速度缓冲和损害修复
File size
2.5 KiB
SHA-256
1c2329aaa88e9dface361938caf563431a1f42d61aa819d74ee99059c8cfe1db
Stored at
2026-10-07 23:50