Spell Compendium Mod

Discussion in 'General Modification' started by Sagenlicht, Feb 28, 2021.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Yeah that did it, I'm a n00b.

    @Sagenlicht - I tested that updated version and it seemd to work pretty well, nice green effect, correct damage and concealment. Couple things:

    - the spell ends at the end of combat as usual, but the visual effects last until a 'spell expires' notice appears a little while later (lvl 12 Sorceress casting so it hangs around the full 12 rounds, even after combat ends). Definietly no actual spell effects, even if you start a new combat in that time - just the residual visuals.

    - critters seemed to be restricted to 5' as per the chatter above except zombies who do a (most unzombie-like) rapid approach (possibly partial charge) for their first movement: this seemed to go much fuirther than 5', but they seemed restriced after that (they didn't last long).
     
  2. Sagenlicht

    Sagenlicht Established Member

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    Fixed internally, the fix requires a beta version of T+ as it uses the a new feature of Temple+ for the next version (spellPacket.target_count)

    Did the zombies start their turn in the fog? Here is what my limited testing did show so far:
    1. If you start your turn in the Acid Fog, movement is limited including zombies (spawned protos ID 14092 for testing purpose)
    2. If you start your turn outside Acid Fog, no matter who it is and move/charge into the forg, your movement will not get hindered.
    3. My testings show, that #2 is also true for vanilla Solid Fog

    I am not sure how to fix this second issue right now.

    If you want to use the first fix, you would need to use the latest Temple+ nightly (2674) version.
    I attached the fixed version.
     

    Attached Files:

    Last edited: Jun 12, 2021
  3. dolio

    dolio Established Member Supporter

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    If you set TBSF_Movement2, then the game will treat it as if a 5-foot step has been taken, which prevents all other moves as well.

    The way that setting TBSF_Movement works is that the game thinks you have decided on normal movement for the round, but haven't actually spent any of your move action time. This allows you to still run, or take a normal move, or a double move with your remaining time. But you cannot take a 5-foot step, because that is excluded by the other forms of movement. Each round you can either take a 5-foot step or move in some other fashion, but not both.

    Edit: as for what @Shiningted mentioned, were the zombies starting from outside the fog? There's a pretty ubiquitous problem in ToEE where if you run into an effect that limits your movement, you can move as far as you would from the location you started as long as you do it as part of entering the area. If you can move fast enough, you can move all the way through an Entangle even if you fail the save. And you might be able to move all the way through a solid fog, because it won't recalculate the distance once you enter.

    The only way I know to prevent this is to interrupt the animation. That's why Grease works; it interrupts by having the creature fall down. For my experimental Black Tentacles, I've been using the hit animation, but something else would probably be better. There just aren't many animations available from Python that I can see. Using the function that just interrupts an animation won't work. It seems to soft lock the game, because it's waiting for an animation to complete, but there's no animation going anymore.
     
    Last edited: Jun 12, 2021
  4. Sagenlicht

    Sagenlicht Established Member

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    Yeah noticed that too, dolio and switched back to TBSF_Movement.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The zombies coming in from outside the area of effect almost definitely explains what I saw - good catch guys :)
     
  6. anatoliy

    anatoliy Established Member

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    @Sagenlicht, please also consider implementing these spells from SC:
    • Touch of Madness†: Dazes one creature for 1 round/level.
    • Bolts of Bedevilment†: One ray/round, dazes 1d3 rounds.
    This is from Madness Domain from Elder Elemental Eye deity in RtToEE. Evil clerics NPC will use them against PC. Quite nice spells ))
     
  7. Sagenlicht

    Sagenlicht Established Member

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    Bolts of Bedevilment are already on my To Do List :)

    I didn't plan to do Domain only spells (Bolts is also a Bard spell) but sure will do it :)

    Would there be benefits in doing domain only spells in general? If yes, what domains?
     
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  8. anatoliy

    anatoliy Established Member

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    Spells would suffice.

    In zmod games npc do not have spells included as usual in protos. I created classes for npc spellcasting. Most spells are triggered via tactics manually. All ai is handmade.

    Thank you!
     
  9. Endarire

    Endarire Ronald Rynnwrathi

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    @Sagenlicht
    There is some benefit for domain-only spells. I'm a big fan of the Spell domain for (greater) anyspell, though, technically, the Initiate of Mystra feat gives these spells as regular spells known. (Rarely are spells only part of a domain.)

    +1 to Madness domain spells for Return to the Temple of Elemental Evil!
     
  10. Sagenlicht

    Sagenlicht Established Member

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  11. hammyh

    hammyh Established Member

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    I noticed that Faith Healing cures 1d8 + 5max on same diety. Cure light wounds has the same numbers but has no such restrictions.

    I'd suggest that Faith Healing is too redundant and would only be picked from a purely RP perspective in pnp. Imho it adds clutter for a new player and I couldn't see a practical reason to take it over clw.
    _______________________________________________________

    Hmm, I see that it might be a thing in the Blackguard list, which has no cure light wounds in some handbooks (googled)? ToEE Blackguard has clw, though.
     
  12. Pygmy

    Pygmy Established Member Supporter

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    As I noted on the Volunteers needed - beta testing next Temple+ release thread you appear to have misread the description of "Faith Healing" in the Spell Compendium.

    The reason "Faith Healing" appears useless is that it hasn't been coded correctly

     
    Last edited: Sep 1, 2021
  13. hammyh

    hammyh Established Member

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    This was mentioned. Which would make sense.

    However the spell description in-game is: Heal 1d8 + lvl (5) on same diety.
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    Good catch! Pinging Sagenlicht

    BTW Sagenlicht note that I moved the spell compendium mes files to the new-style extension folders.
     
  15. hammyh

    hammyh Established Member

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    This might be fairly trivial, but imho the Blessed Aim description should say that it does not stack with bless.

    The combat rolls state this, but it might help someone that is choosing a limited spell list, such as a favored soul. ToEE can be rather complicated in what does and does not stack and this info helps a newer player figure things out.

    (There is quite a lot of this in ToEE...for example, iirc no morale or luck bonuses stack within that category. ie, heroism doesn't stack with bless and divine favor doesn't stack with prayer, etc etc. So there could be a lot of misunderstood "waste", if not noticed. While this may be the SRD rulebook gospel, many games modify that...and ToEE has so many rule book exceptions simply because it's a 2->3.5 port.)
     
    Last edited: Sep 3, 2021
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