Modified Spells

Scripted ALFA systems & related tech discussions (ACR)

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Riotnrrd
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Re: Modified Spells

Post by Riotnrrd »

hollyfant wrote: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?
If the engine provides for it, it should work. By definition cone spells are considered 'touch', due to the spells.2da. Otherwise, the cone could start somewhere other than the caster (like a ranged spell)... a good point you make about the familiars.
Also, why do Fear and Cause Fear use the same script? Shouldn't one cause "fright" while the other causes "panic"?
Appears from above that are using different scripts... acr_s0_causefear, and acr_s0_fear. The effects are the same in both cases, only the AoE and number of targets (as well as the save DC, of course) vary. If one fails a save, its -2 atk penalty, -2 save penalty, and -2 skill penalty, plus run away, for full duration of spell. If one makes a save, one is shaken (same -2 atk, -2 save, -2 skill), but does NOT run away, and only lasts 1 round.

This should mimic the canon description.
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hollyfant
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Re: Modified Spells

Post by hollyfant »

Ah, okay. My bad. :oops:
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Riotnrrd
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Re: Modified Spells

Post by Riotnrrd »

Removed vampiric touch... srd shows 1d6 / 2 levels. I kanz reed.
Last edited by Riotnrrd on Mon Jan 26, 2009 4:26 pm, edited 1 time in total.
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hollyfant
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Re: Modified Spells

Post by hollyfant »

Acid Splash, Daze, Flare and I imagine all other hostile spells can't be targeted on "neutral" creatures. I've been told that it's a .2da issue; any chance of a fix? There are innocent people out there in desperate need of a torching! :twisted:

And while on the subject, summoned beasties won't attack a hostile creature unless it's in actual combat. Can that be fixed?
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Riotnrrd
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Re: Modified Spells

Post by Riotnrrd »

hollyfant wrote:Acid Splash, Daze, Flare and I imagine all other hostile spells can't be targeted on "neutral" creatures. I've been told that it's a .2da issue; any chance of a fix? There are innocent people out there in desperate need of a torching! :twisted:
Who told you it was a 2da issue, just wondering if was one of our techs I might speak to about this... From what I understand, there are bitfields which specify what the target may be. See TargetType table at the bottom of the page here: http://nwn.wikia.com/wiki/Spells.2da. If creature is selected, they should be able to be cast at a creature. There may be something within the ImpactScript which determines if they can be cast at a neutral NPC... I think there's an NWN function called GetIsValidTarget (or something like that). I'll check it out when I get home this afternoon.
And while on the subject, summoned beasties won't attack a hostile creature unless it's in actual combat. Can that be fixed?
Suspect this may be a problem with the perception range of the summoned creatures. One way to test would be to go invis, then summon a creature next to a hostile, non-fighting target, see if they will attack. I'll test this too.
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hollyfant
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Re: Modified Spells

Post by hollyfant »

Riotnrrd wrote:
hollyfant wrote:I've been told that it's a .2da issue
Who told you it was a 2da issue
/me casts a "Shift Blame" cantrip on AcadiusLost.
summoned beasties won't attack a hostile creature unless it's in actual combat.
Suspect this may be a problem with the perception range of the summoned creatures.
Not in the one case it mattered to me. The intended victim was a PC, not in stealth mode and marked as hostile. A wolf was summoned right next to him, and proceeded to just stand there. :kitty:
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NickD
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Re: Modified Spells

Post by NickD »

Puppet mode? Did you try broadcasting an attack command?
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Riotnrrd
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Re: Modified Spells

Post by Riotnrrd »

hollyfant wrote:Acid Splash, Daze, Flare and I imagine all other hostile spells can't be targeted on "neutral" creatures. I've been told that it's a .2da issue; any chance of a fix?
I don't see a way to change this within the spells.2da. AL, thoughts?
And while on the subject, summoned beasties won't attack a hostile creature unless it's in actual combat. Can that be fixed?
I wasn't able to duplicate this, but might be a special case you mentioned for PC attacks. Might be good idea to test in, say, the OAS2.
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hollyfant
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Re: Modified Spells

Post by hollyfant »

NickD Might be onto something there, but the OAS would be the place to test this. Unless I can get a blanket CvC permit, of course.

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Re: Modified Spells

Post by hollyfant »

Update: not being in puppet mode made no difference. Ordering the party to attack did work, but that would then probably also send familiars and such into the fray: not good.
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Re: Modified Spells

Post by bartleby »

Im not positive but i think you can individualy command a summoned creature to attack by right clicking on them then going to something like issure order or command and looking for attack or something to that effect...
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Re: Modified Spells

Post by hollyfant »

Good, I get to antagonise more people in the name of progress! :reddot:
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Re: Modified Spells

Post by Ithildur »

True Strike actually is correctly implemented (no somatic component) at least as of MOTB; it's just the description that's incorrect. Hope that saves you a bit of work.

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!

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.
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Riotnrrd
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Re: Modified Spells

Post by Riotnrrd »

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.
Don't have source info in front of me... can you advise on what PnP durations of above spells are, compared to NWN2?
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Re: Modified Spells

Post by johnlewismcleod »

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!
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.
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