Fixed a few spells

Discussion in 'Negative Energy Plane' started by Sol Invictus, Sep 27, 2003.

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  1. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Okay, it looks like I managed to fix the damage problems with Flame Strike which was originally doing 1d6 damage.

    It's supposed to do 1d6 * Spell Caster Level and divide the damage into two classes: Fire, and Divine.

    Here's what the script now reads:

    # damage is split between FIRE and DIVINE damage
    dam = dice_new( '1d6' )
    dam.number = min( 15, spell.caster_level )
    dam_over2 = dice_new( "1d6" )
    dam_over2.number = min( 15, spell.caster_level )
    dam_over2.bonus = dam.roll() / 2


    And here's what it USED to read:

    # damage is split between FIRE and DIVINE damage
    dam = dice_new( '1d6' )
    dam.number = min( 15, spell.caster_level )
    dam_over2 = dice_new( "0d0" )
    dam_over2.bonus = dam.roll() / 2

    Okay, what's up with that? It was essentially only doing one portion of the damage (the fire damage) and completely excluding the divine damage - worse still, it wouldn't calculate the spell caster level because the second damage integer didn't have a proper setting.

    I have also fixed it so that Chill Touch does not have an unlimited number of uses. The script read:

    target.obj.condition_add_with_args( 'sp-Chill Touch', spell.id, spell.duration, spell.duration )

    which should read

    target.obj.condition_add_with_args( 'sp-Chill Touch', spell.id, spell.duration, 0 )

    A small fix. Ghoul Touch also had the problem of lasting permanently -sometimes- so I changed it to 1d6+2 (the setting was at 0 aka permanent)

    There are still problems with the Touch-based spells, though. They seem to last forever until you touch someone with them. I.e. you can rest for 2 weeks and the spell will still remain active. I'm not sure how to go about fixing that, as I've tried changing the timer settings based on other spells with no luck. If you guys wanna take a go at it, be my guest.

    I may have also fixed Silence, Web, Soften Earth & Stone and Spike Growth but I still need to test them. The problem with those spells is that the 'permanancy' bug related to movement only happened some of the time.
     
  2. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    Spell Fixes Attachment

    Here are the spell fixes I've made so far. Please test them to see if they work:

    Spells fixed and verified are:
    Flame Strike - now properly uses caster level as a multiplier for damage

    (1d6 per level)


    Partial fixes:
    Chill Touch - no longer permanent. Spell dissipates after use so you don't

    have to walk around for the rest of the game with pink bubbles.


    Unverified, spells that need to be tested to see if they work as they

    should:
    Silence - spell graphic is no longer permanent. With the tests that I did,

    it seems that silence no longer makes you deaf permanently and you can cast

    spells once the spell wears off. The spell particle efffects no longer stay

    forever, either. Needs more testing to be certain.

    Spike Growth - added an 'end' function to the end of the spell. Not sure if

    it still slows down your character's movement to half as it used to

    -sometimes-

    Good hope - the particle effect used to last forever when the spell was

    cast twice on the same character.

    Grease - same as spike growth

    Soften earth and stone - same as spike growth. If it works, characters

    affected by it will not lose their movement permanently.
     

    Attached Files:

  3. Nomad_Wanderer

    Nomad_Wanderer Established Member Veteran

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    Picked up the file at 10:56 PM EST.. Any changes made after now, let me know.
     
  4. Maede

    Maede Member

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    iis it possible to remove the silenced flag from a char? I used the patch and silenced a char again, but the spell is still permanent..
    any suggestions?:0
     
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