I think you should be able to change the spells targeting via the spells.2da there should be a targeting entry some where in there? If thats the case shoudl be a very easy fix.johnlewismcleod wrote:The duration may be fixed, but still cannot use on freindly/neutral PC's or NPC's. Would be nice if that could somehow be fixed.Ithildur wrote:Charm person's duration being fixed per pnp is good to see; it can now be used for RP and not merely a few rounds of combat. I specificly recall using it on Exodus on a PC but having to follow it up with some very hurried actions because I knew the duration by default was so brief in nwn2 vanilla... by the time you finish typing out a suggestion for example, the spell is gone!
Modified Spells
Moderators: ALFA Administrators, Staff - Technical
Re: Modified Spells
Re: Modified Spells
AL: Why is this the case, and what can we do to fix it?johnlewismcleod wrote:The duration may be fixed, but still cannot use on freindly/neutral PC's or NPC's. Would be nice if that could somehow be fixed.
Re: Modified Spells
would it be possible to remove the thing that only lets you summon one creature at a time? what is the cannon on this?
"As the fletcher whittles and makes straight his arrows, so the master directs his straying thoughts."
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Re: Modified Spells
Bartleby wrote the code for that a long time back now (9 months or something?) and it keeps getting passed between tech assistants and not getting into the final haks for one reason or another. We'll try to get it in properly with this next batch of new/fixed spells.
Re: Modified Spells
House purchase finished. Moved in. Internets scheduled for installation Sat morning.
Maybe will have time to review this soon...
Maybe will have time to review this soon...
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Re: Modified Spells
Riotnrrd wrote:Don't have source info in front of me... can you advise on what PnP durations of above spells are, compared to NWN2?Ithildur wrote:On a similar note, what about Dominate or Charm monster spell durations? Especially Dominate, as that is intended in PnP as more a RP spell than a combat spell anyway iirc.
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
Long durations, eh? Definitely meant for RP and not mere one combat encounter. I never got to play a high lvl caster in alfa1 and don't know for sure but I'd imagine the durations were tweaked a bit.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Modified Spells
Dominate Person
12 seconds + 6 seconds / 3 Caster Levels
Dominate Monster
3 minutes + 1 minute / Level
Dominate Animal
18 seconds, + 6 seconds / Level
Charm Person
12 seconds + 6 seconds / 3 levels
As of the 1.05 patch charmed enemies will no longer defend the caster but merely become neutral to them for the duration of the spell. While the spell is considered hostile for invisibility purposes, the monster it is cast at will not consider it a hostile spell.
Charm Monster
18 seconds + 6 seconds / 2 Levels
Charm Monster, Mass
1 Round/Level
Charm (Invocation)
3 + 1 rounds /2 class levels
This ability works similarly to the 4th level wizard/sorcerer spell Charm Monster. Contrary to the ability description multiple enemies can be charmed by this ability at the same time.
12 seconds + 6 seconds / 3 Caster Levels
Dominate Monster
3 minutes + 1 minute / Level
Dominate Animal
18 seconds, + 6 seconds / Level
Charm Person
12 seconds + 6 seconds / 3 levels
As of the 1.05 patch charmed enemies will no longer defend the caster but merely become neutral to them for the duration of the spell. While the spell is considered hostile for invisibility purposes, the monster it is cast at will not consider it a hostile spell.
Charm Monster
18 seconds + 6 seconds / 2 Levels
Charm Monster, Mass
1 Round/Level
Charm (Invocation)
3 + 1 rounds /2 class levels
This ability works similarly to the 4th level wizard/sorcerer spell Charm Monster. Contrary to the ability description multiple enemies can be charmed by this ability at the same time.
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Re: Modified Spells
Ah, right, the other spells.
Pnp Dominate Monster, same duration as Dominate Person, 1 day/lvl
PnP Dominate Animal, 1 rnd/lvl
PnP Mass Charm Monster, as Charm Monster, 1 day/lvl
PnP Charm Person, 1 hour/lvl
Pnp Dominate Monster, same duration as Dominate Person, 1 day/lvl
PnP Dominate Animal, 1 rnd/lvl
PnP Mass Charm Monster, as Charm Monster, 1 day/lvl
PnP Charm Person, 1 hour/lvl
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Modified Spells
Question:
I'd like to consider removing spell visual effects from the most egregious offenders, like PFE.
What spells have annoying persistent effects that probably shouldnt be there?
Protection from Alighnment
Shield
Endure Elements
I'd like to consider removing spell visual effects from the most egregious offenders, like PFE.
What spells have annoying persistent effects that probably shouldnt be there?
Protection from Alighnment
Shield
Endure Elements
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Re: Modified Spells
Mage Armor sparklies? They're less obtrusive than most, but I don't believe that one is supposed to be visible.
Re: Modified Spells
I think Shield of Faith is the one that makes you look like a light bulb. Fairly annoying.
Last edited by Mick on Wed Apr 08, 2009 4:16 am, edited 1 time in total.
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Re: Modified Spells
Have you considered implementing this: http://nwvault.ign.com/View.php?view=NW ... tail&id=12 ?
On the subject of spells, this looks pretty cool as well: http://nwvault.ign.com/View.php?view=NW ... tail&id=19
On the subject of spells, this looks pretty cool as well: http://nwvault.ign.com/View.php?view=NW ... tail&id=19
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Re: Modified Spells
Somebody might want to take a look at the druid spell flame weapon. In my experience the icon indicating a buff lasts the right duration but the flames you see on your weapon and the damage they do seem to last a lot longer.
Nominated for spell effects removal:
Protection form alignment
Shield of Faith
Nightshield
Barkskin
Stoneskin
Entropic Shield
Nominated for spell effects removal:
Protection form alignment
Shield of Faith
Nightshield
Barkskin
Stoneskin
Entropic Shield
"As the fletcher whittles and makes straight his arrows, so the master directs his straying thoughts."
-The Buddha
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Re: Modified Spells
Might be a good place to start, thanks.furtivefigure wrote:Have you considered implementing this: http://nwvault.ign.com/View.php?view=NW ... tail&id=12 ?
I'd be wary of doing this... adding more light sources might cause a significant performance hit, shadows and the like... AL?On the subject of spells, this looks pretty cool as well: http://nwvault.ign.com/View.php?view=NW ... tail&id=19
Re: Modified Spells
Why would you want to remove the vfx for Barkskin and Stoneskin?DMyles wrote:Somebody might want to take a look at the druid spell flame weapon. In my experience the icon indicating a buff lasts the right duration but the flames you see on your weapon and the damage they do seem to last a lot longer.
Nominated for spell effects removal:
Protection form alignment
Shield of Faith
Nightshield
Barkskin
Stoneskin
Entropic Shield