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Modified Spells

Posted: Sun Jan 04, 2009 10:07 pm
by Riotnrrd
Following are PENDING:
Acid Blob
Check damage, range

True Strike
Check somatic components

Endure Elements
Protects from weather effects... possibly not elemental damage?

Clairaudience / Clairvoyance
Increased duration to 1 min / level

Magic Weapon
Change to affect ranged weapons too, if possible?
Following are COMPLETED:
Barksin:
Now correctly calculates bonus of 1 + (caster level / 3) to max of 5
2da changes:
Changed ImpactScript to acr_s0_barkskin

Bless:
Changed duration to 1 min / level
2da changes:
Changed ImpactScript to acr_s0_bless

Cause Fear
Changed to canon fear effects (-2 atk, -2 saves, -2 skills)
If make save, still shaken for 1 round
2da changes:
Changed ImpactScript to acr_s0_causefear

Charm Person
Changed duration to 1hr / level
If target is in combat, reduce save DC by 5
2da changes:
Changed ImpactScript to acr_s0_charmper

Cure Minor Wounds
Changed Cure amount to 1 HP
2da changes:
Changed ImpactScript to acr_s0_curminw

Daze
Changed to only affect targets of <= 4 HD
Changed duration to 1 rnd
2da changes:
Changed ImpactScript to acr_s0_daze
Changed Range to S

Dispel Magic
Changed AoE to 20' rad
2da changes:
Changed ImpactScript to acr_s0_dismagic
Changed TargetingUI to 2 (huge circle)

Expeditious Retreat
Changed speedup to 99%
Changed duration to 1 min + 1 rnd / level per AL request (avoids long distance travel abuse potential?)
2da changes:
Changed ImpactScript to acr_s0_exretreat

Fear
Changed AoE to 30' cone
Changed to canon fear effect (-2 atk, -2 save, -2 skill)
If save made, still shaken for 1 round
2da changes:
Changed Range to T
Changed ImpactScript to acr_s0_fear
Changed TargetingUI to 3 (colossal cone)

Haste
Changed to correctly calculate number of companions to haste (was counting enemies too)
2da changes:
Changed TargetType to 0x3F
Changed ImpactScript to acr_s0_haste

Magic Missile
2da changes:
Changed Range to M
Changed ProjectileType to accelerating

Melfs Acid Arrow
Changed damage to 2d4 / rnd
2da changes:
Changed ImpactScript to acr_s0_acidarrow

Lesser Dispel:
Changed AoE to 20' radius
2da changes:
Changed ImpactScript to acr_s0_lsdispel
Changed TargetingUI to 2 (huge circle)

Ray of Enfeeblement:
Changed duration to 1 min / level
2da changes:
Changed TargetType to 0x3A
Changed ImpactScript to acr_s0_rayenfeeb

Ray of Frost
Changed to 1d3 damage
2da changes:
Changed Range to S
ChangedTargetType to 0x3A
Changed ImpactScript to acr_s0_rayfrost

Scare
Changed to canon fear effects (-2 atk, -2 saves, -2 skills)
If make save, still shaken for 1 round
2da changes:
Changed Range to M
Changed ImpactScript to acr_s0_scare

Scorching Ray
2da changes:
Changed Range to S
Changed TargetType to 0x3A

Re: Modified Spells

Posted: Mon Jan 05, 2009 1:36 am
by hollyfant
Riotnrrd wrote:Cause Fear (canon fear effect (-2 atk, saves, skills))
Did you also add the shaken effect for a succeeded save?
Daze (changed to short range, changed to duration 1 rnd, changed to 4HD or less)
Bad idea I think; one round effects are pointless in a real-time environments.

Apart from that: nice! I'm all for moving the game more towards its PnP analogue as much as reasonable.

Re: Modified Spells

Posted: Mon Jan 05, 2009 1:40 am
by Curmudgeon
How about Cure Minor Wounds? That should only heal 1 HP per application, rather than 4.

Re: Modified Spells

Posted: Mon Jan 05, 2009 5:49 am
by Vintenar
Curmudgeon wrote:How about Cure Minor Wounds? That should only heal 1 HP per application, rather than 4.
Personally, having it at 4 almost seems like it makes sense since most 0 level spells that deal damage deal at least a d3. Logically, a d3 or 4 points makes much more sense and actually makes it a usefull spell.

Of course, no one can argue that it is however, not 3rd ed. and could be corrected.

Re: Modified Spells

Posted: Mon Jan 05, 2009 8:29 am
by Rotku
...actually makes it a usefull spell.
Cure Minor Wounds, when low level, often proves very useful (at least for me). It becomes a great way to stabilize someone and preventing them from slipping any lower (once they're already under 0).

Re: Modified Spells

Posted: Mon Jan 05, 2009 1:24 pm
by Brokenbone
Cure Minor has been 1hp forever in our NWN1 haks, as it is in PnP, as opposed to the 4hp in vanilla NWN1. I don't think NWN2's streets will be littered with corpses if the adjustment is made. May mean very few Cure Minors get memorized, as at 4hp it's miles more useful than other priestly 0 level spells.

Re: Modified Spells

Posted: Thu Jan 08, 2009 3:50 am
by Riotnrrd
New additions. Submitted erf to AL for inspection and testing.

Re: Modified Spells

Posted: Sun Jan 11, 2009 5:26 pm
by Riotnrrd
Test Results

Tested the following in test mod with Loulabelle and AL last night. Almost all were succesful. Results noted as PASSED (expected behavior) FAILED (something wrong) or NOTE (possible issue to be explored)

Barkskin:
PASSED proper calculation of bonus. May wish to test max +5 bonus per canon

Bless:
PASSED change to 1min / level

Cause Fear:
PASSED canon fear effects on failed save (-2 atk, -2 save, -2 skill, run away)
PASSED canon shaken effects 1 rnd on made save (-2 atk, -2 save, -2 skill, dont run)
NOTE: may wish to confirm flight using EffectFrightened() on PCs and NPCs

Charm Person:
PASSED canon duration 1 hr / level
FAILED change DC +5 to save if in combat using GetIsInCombat(). Possible script problems?

Cure Minor Wounds:
PASSED now cures 1 hp per canon

Daze
PASSED HD <= 4 only affected
PASSED reduced duration to 1 rnd
PASSED range reduced to close range

Dispel Magic:
PASSED AoE changed to 20' radius
PASSED Targeting circle now reflects new AoE

Expeditious Retreat
PASSED roughly 2x speedup from base move
PASSED duration increased to 1 min / level
FAIL should be personal to caster only

Fear:
PASSED changed AoE to 30' cone
PASSED canon fear effect (-2 atk, -2 save, -2 skill, run away)
PASSED canon shaken effect if make save (-2 atk, -2 save, -2 skill, don't run) for 1 rnd
PASSED changed range to touch (start of cone)
PASSED confirmed new targeting UI shows 30' cone
NOTE: Need to double check flee action using NWN EffectFrightened vs. PCs, NPCs

Haste:
UNTESTED: Need to test calculation of recipients, was previously counting enemies as targets
FAIL: Need to change TargetingUI to reflect 15' radius effect

Magic Missile:
PASSED reduced range to Medium
PASSED changed projectile type to accelerating (straight line to target)

Melfs Acid Arrow:
PASSED reduced damage to 2d4 / round every round in effect
NOTE: Should this spell name be changed to just Acid Arrow?

Lesser Dispel:
PASSED increase AoE to 20' radius
PASSED changed targeting UI to huge circle to reflect new AoE

Ray of Enfeeblement:
PASSED Changed duration to canon 1 min / level

Ray of Frost:
PASSED reduced damage to 1d3
PASSED reduced range to Close

Scare:
PASSED canon fear effect (-2 atk, -2 save, -2 skill, run away) on failed save
PASSED canon shaken effect (-2 atk, -2 save, -2 skill, dont run) on made save for 1 rnd
PASSED increased range to Medium
FAILED need to investigate proper calculation of targets, was hitting 1 too many
NOTE: Need to double check flee action using NWN EffectFrightened vs. PCs, NPCs

Scorching Ray:
PASSED reduced range to Close
NOTE: should be tested more, not very familiar with this spell

Re: Modified Spells

Posted: Sun Jan 11, 2009 7:01 pm
by hollyfant
Is removing the somatic component from the True Strike spell in the cards?
What about Magic Fang working on any creature with a "creature weapon"?


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Re: Modified Spells

Posted: Sun Jan 11, 2009 7:05 pm
by Riotnrrd
hollyfant wrote:Is removing the somatic component from the True Strike spell in the cards?
What about Magic Fang working on any creature with a "creature weapon"?


This message was brought to you by the Hollyfant Committee For The Prevention Of Free Time
Not yet, but have noted to investigate.

Re: Modified Spells

Posted: Sun Jan 11, 2009 9:05 pm
by peterdin
Bad idea I think; one round effects are pointless in a real-time environments.
Agree with holly.
This also holds true for spells that have a longer duration.
Is anyone thinking of changing spell durations to accomodate for the realtime, RP environment?

Re: Modified Spells

Posted: Fri Jan 16, 2009 7:10 pm
by Brokenbone
Was reminded of this while wondering about IG clock, different spell effects, etc.

I bet no one is in a mood to change Endure Elements to it's DnD 3.5 "not terribly bothered by hot or cold environments, but this doesn't mean DR comes with it", eh? The existence of Endure Elements means Resist Energy (AKA Resist Elements in NWN1) exists in the niche of "only memorized by suckers who don't know what a good bargain Endure Elements is", or people who know they need to withstand at least one 20 point elemental hit sometime in their adventuring.

It'd probably relegate Endure Elements strictly to RP applications (I do not need a cloak in this snowstorm, I feel fine!) or scripted extreme environment locations (like if we have deserts, snowfields, insides of volcanos tied to something like the old Ulias Extreme Environment scripts (UES tagged waypoints etc. for altitudes, heat, cold I think and... drowning?).

Re: Modified Spells

Posted: Fri Jan 16, 2009 7:48 pm
by Riotnrrd
Excellent point, Brokenbone. Thanks! AL... what you think. Reduce endure elements to RP only? Add in possibility of cold damage to area scripts, without cloaks / protection? Would be great for instance on TSM glacier.

Re: Modified Spells

Posted: Fri Jan 16, 2009 8:38 pm
by Brokenbone
Just throwing it out for THOUGHT, which might include thinking about whether we've done (or ported) Extreme Environments work at all, or plan it. I find deserts, glaciers, other stuff of that nature, kind of fun. Still, not many environments will you find it raining acid or have lightning bolts striking you too often, well, unless you're talking about an outer plane known for this.

EE is the #1 best bang for buck low level spell in my experience, at least with a cleric PC --- put one on every day, never know if someone will try to snub out a cigar in your eye! Better to prevent 20 points of damage if it's elemental than do a Cure Light which while it fits all situations, doesn't counteract elemental damage to this degree.

Again, I would bet that Resist Elements (AKA Resist Elements in NWN1) is avoided by most sane casters if EE is instead available to them. Why take this short a buff to only get an extra 10 points of DR during that brief time, vs. EE? Rather have some other level 2 spell to do something useful, than have Resist Energy.

Anyhow, maybe it fits as a RP environmental spell, to "turn off" UES style scripts, maybe alternately some kind of non PnP DR should associate with it, but 10 points may be a little much.

Re: Modified Spells

Posted: Sat Jan 24, 2009 2:21 pm
by hollyfant
Riotnrrd wrote:Fear
Changed AoE to 30' cone
For nebulous reasons, Obsidian has given familiars the ability to use their master's cone-based spells as well as those with "range: touch". Will this now include Fear?

Also, why do Fear and Cause Fear use the same script? Shouldn't one cause "fright" while the other causes "panic"?