Murlynd's Mods

Discussion in 'General Modification' started by Murlynd, Dec 18, 2013.

Remove all ads!
Thread Status:
Not open for further replies.
  1. Murlynd

    Murlynd The White Paladin

    Joined:
    Nov 29, 2013
    Messages:
    63
    Likes Received:
    1
    Thanks for the files Salk! I'll try to take a look at them. :thumbsup:
    I have a couple of spells to add to the list of nonconformity to RAW. :wyatt:
    The spells are Ray of Enfeeblement, Scare, and Virtue.

    First, Ray of Enfeeblement, as NOTED in the SRD, has description lines of "The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1."

    The first problem with Ray of Enfeeblement is that there is NO max damage set. From a section in the Spell383 - Ray of Enfeeblement.py script:
    Code:
    def OnEndProjectile( spell, projectile, index_of_target ):
    	print "Ray of Enfeeblement OnEndProjectile"
    
    	dice = dice_new( '1d6' )
    	dam_amount = dice.roll()
    	dam_amount += [COLOR="Yellow"](spell.caster_level / 2)[/COLOR]
    	print "amount=", dam_amount
    
    	spell.duration = 10 * spell.caster_level
    The max damage should be "min( 5, spell.caster_level / 2 )".
    NOTE: dolio had noticed this error and posted posted a fix, see here. The fix was never implemented, so dolio gets credit for it! :clap:

    I noticed a second problem with Ray of Enfeeblement. The effect of "The subject’s Strength score cannot drop below 1." does NOT occur! :bored:
    I made a fix so that Ray of Enfeeblement will only damage a creature to a Strength of 1, per RAW. If the creature has a Strength of less than 1, no damage will occur.

    BTW: I checked Ray of Clumsiness and the only RAW note I could find for it's effect was from the Dragon Magazine Annual #5 (see attached picture). I believe the spell conforms to D&D 3.5.
    In ToEE, the spell has the correct max damage and a fix (kind of) for the effect of "This subject's Dexterity score cannot drop below 1."

    Next, Scare, as NOTED in the SRD, has a target line of "Targets: One living creature per three levels, no two of which can be more than 30 ft. apart" and a description line of "This spell functions like Cause Fear, except that it causes all targeted creatures of less than 6 HD to become frightened.".

    The first problem with Scare is in it's targeting effect. From a section in the 408 - Scare.txt rule:
    Code:
    inc_flags_Target: Self
    inc_flags_Target: Other
    exc_flags_Target: Dead
    exc_flags_Target: Non-critter
    [COLOR="Yellow"]mode_Target: Area[/COLOR]
    min_Target: 1
    [COLOR="Yellow"]max_Target: 1[/COLOR]
    radius_Target: 15
    ai_type: ai_action_offensive
    This rule gives Scare an AREA effect! The rule should be:
    Code:
    inc_flags_Target: Self
    inc_flags_Target: Other
    exc_flags_Target: Dead
    exc_flags_Target: Non-critter
    [COLOR="Yellow"]mode_Target: Multi
    mode_Target: Once-Multi
    mode_Target: Primary 30 Feet
    mode_Target: End Early Multi[/COLOR]
    min_Target: 1
    [COLOR="Yellow"]max_Target: -020[/COLOR]
    radius_Target: 0
    ai_type: ai_action_offensive
    This rule will allow the caster to select 1 creature per 3 caster levels, no 2 of which can be more than 30 ft apart, per RAW.
    NOTE: dolio again had noticed this error and posted posted a fix, see here again. It too was never implemented, so dolio gets even more credit for it!! :largeclap

    The second problem with Scare is in it's effect from Cause Fear. Cause Fear, as NOTED in the SRD, has description lines of "The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.". Scare functions like Cause Fear, except that it causes all targeted creatures of less than 6 HD to become frightened. (Scare should function as a multi-targeting Cause Fear.)
    However in ToEE, Scare does NOT give a creature with a successful Will save, a shaken state for 1 round!
    NOTE: dolio had noticed this one too, see here (again!), and posted a fix. I tweaked dolio's fix for ToEE 8.0.1 NC, but dolio has all the credit for this one too!!! :notworthy
    EDIT: I forgot to add:
    I also added a fix for Vermin type creatures, see this post, here. (The attachments are the same and UNAFFECTED!)

    Finally, Virtue, as NOTED in the SRD, has a saving throw line of 'Fortitude negates (harmless)'.
    However, note the saving throw in a section from the Spell519 - Virtue.py script:
    Code:
    if target_item.obj.is_friendly( spell.caster ):
    
    	target_item.obj.condition_add_with_args( 'sp-Virtue', spell.id, spell.duration, 0 )
    	target_item.partsys_id = game.particles( 'sp-Virtue', target_item.obj )
    
    elif not target_item.obj.saving_throw_spell( spell.dc, [COLOR="Yellow"]D20_Save_Will[/COLOR], D20STD_F_NONE, spell.caster, spell.id ):
    
    	# saving throw unsuccesful
    	target_item.obj.float_mesfile_line( 'mes\\spell.mes', 30002 )
    
    	target_item.obj.condition_add_with_args( 'sp-Virtue', spell.id, spell.duration, 0 )
    	target_item.partsys_id = game.particles( 'sp-Virtue', target_item.obj )
    The saving throw should be "D20_Save_Fortitude". I realize this will have almost NO impact on the game, because who casts Virtue on an enemy? But the fix is per RAW!

    I am posting script fixes for Ray of Enfeeblement, Scare, and Virtue and rule fixes for Scare and Virtue.
    The .py files go into '...\Temple of Elemental Evil\data\scr\' and the .txt files go into '...\Temple of Elemental Evil\data\rules\spells\'. Please, do NOT forget to first backup your original files! Only the 3 scripts need to be backed up, but check the 2 rule texts, just in case! If there are any problems, just let me know.

    ENJOY! :X
     

    Attached Files:

    Last edited: Feb 8, 2014
  2. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    Sitra Achara also addressed some issues, would be cool if Gaear can merge all these said fixes just like Murlynd's.

    Murlynd can you compile these fixes in a single directory? With their proper paths of course, should be easier to install these fixes instead of downloading them one-by-one, and looking for their install paths is a BIG hassle. Plus, I can't wait for the next version, I'd really love to test this.
     
  3. Salk

    Salk Established Member

    Joined:
    Jan 2, 2006
    Messages:
    258
    Likes Received:
    0
    Okay.

    The culprit is in the file G_4773ED6B_629F_4D5C_8610_DC07D7EE62F2.mob - I opened it with the Mobile Object Viewer and compared each entry to the same file found in 6.1.0.

    Everything is the same except that a new entry is present in the newer (and bugged) file:

    Code:
    -obj_f_script_idx
                           -san_dialog
                                Flags (Unused): 0
                                Trap ID (For Traps): 0
                                Script ID: 3
                           -san_first_hearbeat
                                Flags (Unused): 0
                                Trap ID (For Traps): 0
                                Script ID: 3
                           -san_dying
                                Flags (Unused): 0
                                Trap ID (For Traps): 0
                                Script ID: 3
                           -san_enter_combat
                                Flags (Unused): 0
                                Trap ID (For Traps): 0
                                Script ID: 620
                           -san_start_combat
                                Flags (Unused): 0
                                Trap ID (For Traps): 0
                                Script ID: 2
                           -san_hearbeat
                                Flags (Unused): 0
                                Trap ID (For Traps): 0
                                Script ID: 87
    I have absolutely no idea whatsoever about what that means and does but somewhere there is the problem that screws up Otello.

    Who added this obj_f_script_idx entry to that file? What is it supposed to do?
     
    Last edited: Feb 7, 2014
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,743
    Likes Received:
    374
    Guys, seriously, bring some perspective to this. It is an absolutely minor bug introduced as something else was fixed.

    The script IDs are mostly #3. Looking up py00003, we find it is Otello's. Surprise. Opening it, I recognise Sitra's style.

    py00087 (the heartbeat) says:
    Code:
    def san_heartbeat( attachee, triggerer ):
    	if (game.global_vars[501] == 4 or game.global_vars[501] == 5 or game.global_vars[501] == 6 or game.global_vars[510] == 2):
    		attachee.object_flag_set(OF_OFF)
    	else:
    		if (attachee.name != 8073 and attachee.name != 8074):
    			attachee.object_flag_unset(OF_OFF)
    		elif (attachee.name == 8073):
    			if (is_daytime() != 1):
    				attachee.object_flag_set(OF_OFF)
    			elif (is_daytime() == 1):
    				attachee.object_flag_unset(OF_OFF)
    		elif (attachee.name == 8074):
    			if (is_daytime() != 1):
    				attachee.object_flag_unset(OF_OFF)
    			elif (is_daytime() == 1):
    				attachee.object_flag_set(OF_OFF)
    	return RUN_DEFAULT
    Going to THIS thread in this very same forum tells us flags 501 and 510 are WotGS (not relevant to the problem at hand).

    Viewing protos.tab (something far easier than hunting up script IDs) tells us very little; there are no NPCs with 'names' 8073 or 8074. But checking oname.mes tells us these are for the Hommlet labourers (and that is what py00087peasantlaborer.py deals with). So, it seems probable that otello is getting covered by
    Code:
    if (attachee.name != 8073 and attachee.name != 8074):
    			attachee.object_flag_unset(OF_OFF)
    and is being turned 'on' by day next to Filliken's, when he shouldn't be. There you go.

    I'll mention it to Sitra if I see him around and I'm sure he'll fix it (if that is the bug). In the mean time, Salk, please take a deep breath.
     
  5. Salk

    Salk Established Member

    Joined:
    Jan 2, 2006
    Messages:
    258
    Likes Received:
    0
    Shiningted,

    respectfully, I might disagree about the bug being minor. It depends on what it fixes but I doubt it could be worth spoiling a standard game quest. What does it fix?

    I just need to know if reports about unnoticed bugs of this magnitude are of any interest or not? Because if it's the latter, I can easily spare myself the trouble and won't waste anybody's time (including mine).

    Deep breath taken. :)
     
    Last edited: Feb 7, 2014
  6. Gaear

    Gaear Bastard Maestro Administrator

    Joined:
    Apr 27, 2004
    Messages:
    11,038
    Likes Received:
    42
    I'm pretty sure that was my mod (though I probably stole Sitra's scripting like usual ;)), and (unless someone else modded it since, which I doubt), I know it was working as intended when it was done, and it fixed the poorly implemented vanilla version of the scenario. My guess as to what has happened is that the day/night process went wrong somehow (like it apparently did with Ganna), and that simply re-doing it would fix it.

    It's best to simply report these bugs and trust that we will get to them eventually. What it isn't good to do is report them and then demand immediate answers/explanations. Murlynd first of all is busy with his own interests, which appear mainly to be spell-related atm. Many of the rest of us are hard at work on KotB atm as well, so we're not sitting here buffing our nails. A bug of the Otello magnitude is really not so urgent as to pull either party out of whatever else they're doing toward the greater good, and in fact putting something so frankly minor into anyone's domain but mine is probably not a good idea because I'll know things about it that others won't and can probably fix it quickly without needing to invest time in investigation like we forced Ted to do above.

    So in other words, please do report bugs, yes, and then bask in the warm glow of the knowledge that you've done your duty and we will fix them eventually. :)

    Or if you actually want to get involved in modding, look around at all the resources here (Ted's tutorials, etc.) and jump in. Not everyone can or should be a modder though, and testers are invaluable.

    p.s. - please don't report bugs here though - this is Murlynd's thread for posting mods, not really for general bug discussion.
     
  7. Salk

    Salk Established Member

    Joined:
    Jan 2, 2006
    Messages:
    258
    Likes Received:
    0
    Okay, Gaear. Thanks for giving clear guidelines.

    I am sorry if I seemed like I was demanding others to work for my benefit. This was not my intention. Murlynd, and he can confirm it if he reads here, never felt I was nagging him with my requests and he'd encouraged feedback for his own fixes.

    Said that, I still disagree about this and Genna's position standing outside the internal map being very minor annoyances. For me (and perhaps no others since nobody reported them before), they are highly disruptive of the game's atmosphere and have a high priority in my own wishlist. I am not demanding anything though. I understand I am always free to not use the Co8 Modpack or any other modification for any game. This is usually the common answer one gets, after all.
     
    Last edited: Feb 7, 2014
  8. hellblazer

    hellblazer Established Member

    Joined:
    Feb 27, 2006
    Messages:
    227
    Likes Received:
    0
    Thank you for your time Murlynd. I'm glad that you noticed that "kill by effect" never gives xp points. Thanks also to Salk. Now, to roll up a party with these new changes...
     
  9. Salk

    Salk Established Member

    Joined:
    Jan 2, 2006
    Messages:
    258
    Likes Received:
    0
    And thank you for spotting that nasty bug with the Trip Attack! :yes:
     
  10. Murlynd

    Murlynd The White Paladin

    Joined:
    Nov 29, 2013
    Messages:
    63
    Likes Received:
    1
    Thanks Gaear, I'll stick to what I'm good at! :thumbsup:

    Now, I have been searching throught the Spell Rules and found quite a number of nonconformities to RAW. :wyatt:
    I found 57 spell rules that should be corrected to RAW.
    NOTE: I have NOT had the chance to test all 57 corrections. The ones I tested for spell TARGETING and spell RANGE work OK, but I ask for your help to see if there are any other errors or problems! :help:

    CREDIT: In my forum searching, I noticed that dolio had already noted most of these incorrections and had posted fixes, here and here. The fixes were never implemented, so I will update them and post them again! (Thank you, dolio!!) :notworthy

    The corrections to the spell rules consist of errors in character CLASS, character LEVEL, spell TARGETING, spell RANGE, and MISC corrections. The MISC corrections consist of errors in subschools, descriptors, components, saving throws, and typos.
    The list is too long to post all of them, but I will give a sample of them.

    Character CLASS and LEVEL sections from Rule Corrections v1.0.txt:
    ------------------------------------------------------------------------------------------------------
    Corrections for spell rules (for character CLASS)

    Bestow Curse spell, as NOTED in the SRD, has levels of 'Clr 3, Sor/Wiz 4'. However, 028 - Bestow Curse.txt has a level line of "Level: Brd 3", should be REMOVED!

    Mass Eagle's Splendor spell, as NOTED in the SRD, has levels of 'Brd 6, Clr 6, Sor/Wiz 6'. However, 574 - Mass Eagles Splendor.txt is missing a level line of "Level: Clr 6". (See, here, thanks dolio!)

    Remove Disease spell, as NOTED in the SRD, has levels of 'Clr 3, Drd 3, Rgr 3'. However, 392 - Remove Disease.txt has a level line of "Level: Brd 3", should be REMOVED!

    Corrections for spell rules (for character LEVEL)

    Chain Lightning spell, as NOTED in the SRD, has levels of 'Air 6, Sor/Wiz 6'. However, 051 - Chain Lightning.txt has a level line of "Level: Air 5", shouldn't the Air Domain level be "Level: Air 6". (See, here, thanks Rudy!)
    BTW: This correction is ONLY for RAW! It can be ignored because the ToEE manual has Chain Lightning as an Air Domain Level 5 spell.

    Protection from Arrows spell, as NOTED in the SRD, has levels of 'Sor/Wiz 2'. However, 367 - Protection From Arrows.txt has a level line of "Level: Strength 6", should be REMOVED! (See, here, thanks again Rudy!)

    Spike Stones spell, as NOTED in the SRD, has a level line of 'Drd 4, Earth 4' and an area line of 'Area: One 20-ft. square/level'. However, 456 - Spike Stones.txt has a level line of "Level: Plant 4", should be "Level: Earth 4". AND the text also has an area line of "radius_Target: 20", should be "radius_Target: 10". A circle that fits in a 20-ft. square has a DIAMETER of 20 ft, but it's RADIUS is still half (10 ft)!
    BTW: The ToEE Manual has a Plant Domain Level 4 spell of "Command Plants", i.e, "Control Plants" ONLY! The ToEE Manual also has a Earth Domain Level 4 spell of "Dispel Earth". With this change, the Earth Domain (instead of the Plant Domain) will have two Level 4 spells!

    Stoneskin spell, as NOTED in the SRD, has a level line of 'Drd 5, Earth 6, Sor/Wiz 4, Strength 6'. However, 462 - Stoneskin.txt has a level line of "Level: Earth 5", should be "Level: Earth 6". (See, here, Rudy! Rudy!)
    BTW: This correction is ONLY for RAW! It can be ignored because the ToEE manual has Stoneskin as an Earth Domain Level 5 spell.
    ------------------------------------------------------------------------------------------------------

    The remaining corrections for spell TARGETING, spell RANGE, and MISC corrections are listed in the attached Rule Corrections v1.0.txt. I am also attaching a list of the rule texts (BACKUP list for Rule Corrections v1.0.txt) that you should definitely BACKUP!!

    I am also posting Rule Corrections v1.0.zip that needs to be extracted into'...\Temple of Elemental Evil\'.
    Please, please, do NOT forget to first backup your original files! Only 28 rule texts need to be backed up, but check the remaining rule texts, just in case! If there are any problems, just let me know.

    ENJOY! :dance:
     

    Attached Files:

  11. Zoltec

    Zoltec Pгōdigium

    Joined:
    Apr 22, 2012
    Messages:
    547
    Likes Received:
    16
    Keep EM' coming! ;)
     
  12. Murlynd

    Murlynd The White Paladin

    Joined:
    Nov 29, 2013
    Messages:
    63
    Likes Received:
    1
    After the last posting of 57 sauce, I have to offer a different 10 BBQ sauce. :flamed:
    I have found some more spells with nonconformities to RAW. :wyatt:
    I noticed from my previous post, here, that a couple of Mass Cure Wounds spells did negative energy damage to undead, instead of positive energy. Then I looked at the regular Cure Wounds spells and found some errors! :sadblinky
    The spells are Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Minor Wounds.

    First, Cure Light Wounds, as NOTED in the SRD, has a saving throw of "Will half (harmless); see text" and description lines of "When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage."

    However, take note of the damage type to undead in this section from the script of Spell090 - Cure Light Wounds.py:
    Code:
    # check if target is undead
    if target.is_category_type( mc_type_undead ):
    	# check saving throw, damage target
    	if target.saving_throw_spell( spell.dc, D20_Save_Will, D20STD_F_NONE, spell.caster, spell.id ):
    		target.float_mesfile_line( 'mes\\spell.mes', 30001 )
    
    		# saving throw succesful, damage target, 1/2 damage
    		target.spell_damage_with_reduction( spell.caster, [COLOR="Yellow"]D20DT_NEGATIVE_ENERGY,[/COLOR] dice, D20DAP_UNSPECIFIED, DAMAGE_REDUCTION_HALF, D20A_CAST_SPELL, spell.id )
    	else:
    		target.float_mesfile_line( 'mes\\spell.mes', 30002 )
    
    		# saving throw unsuccesful, damage target, full damage
    		target.spell_damage( spell.caster, [COLOR="Yellow"]D20DT_NEGATIVE_ENERGY[/COLOR], dice, D20DAP_UNSPECIFIED, D20A_CAST_SPELL, spell.id )
    The damage type to undead should be "D20DT_POSITIVE_ENERGY" per RAW! :hug:
    Of course, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Minor Wounds, all have the exact same errors!

    Also, take note of the saving throw in this section from the rule text of 090 - Cure Light Wounds.txt:
    Code:
    Component: V
    Component: S
    Casting Time: 1 action
    Range: Touch
    Saving Throw: [COLOR="Yellow"]None[/COLOR]
    Spell Resistance: Yes
    The saving throw should be "Willpower" for the undead damage. :poke:
    You guessed correctly that the rule texts for Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, and Cure Minor Wounds have the same error.

    I am posting script and rule text corrections for the 5 Cure Wounds spells in the attached zip file, Spell Corrections (for cure wounds) v1.0.zip, that needs to be extracted into '...\Temple of Elemental Evil\'.
    Please do NOT forget to first backup your original files! All the scripts (py files) and rule texts (txt files), except 089 - Cure Critical Wounds.txt, 090 - Cure Light Wounds.txt, and 091 - Cure Minor Wounds.txt need to be backed up, but check for these 3 files, just in case! If there are any problems, just let me know.

    ENJOY! :evilgrin:
     

    Attached Files:

  13. hellblazer

    hellblazer Established Member

    Joined:
    Feb 27, 2006
    Messages:
    227
    Likes Received:
    0
    I wanted to thank you for doing this and let you know I am using these spell fixes for my next playthrough this week.
     
  14. Murlynd

    Murlynd The White Paladin

    Joined:
    Nov 29, 2013
    Messages:
    63
    Likes Received:
    1
    I have another posting, but this one only concerns particle effects for spells on a caster as they are being cast. :yeaaa:
    When every spell is cast, a particle effect occurs on the caster and the effect is determined by the spell's school. I had noticed 27 spells that had incorrect particle effects.

    Starting with Animate Dead, as NOTED in the SRD, has a school of 'Necromancy'.
    However, take note of the particle effect in this section from the script of Spell011 - Animate Dead.py:
    Code:
    from toee import *
    
    def OnBeginSpellCast( spell ):
    	print "Animate Dead OnBeginSpellCast"
    	print "spell.target_list=", spell.target_list
    	print "spell.caster=", spell.caster, " caster.level= ", spell.caster_level
    	game.particles( "[COLOR="Yellow"]sp-enchantment-conjure[/COLOR]", spell.caster )
    
    The particle effect should be "sp-necromancy-conjure". :bored:

    All the following particle effects from the spell's scripts are similar to Animate Dead, but should have the corresponding school:

    Bestow Curse spell has "sp-transmutation-conjure", should be "sp-necromancy-conjure".
    Blindness/Deafness spell has "sp-transmutation-conjure", should be "sp-necromancy-conjure".
    Cloudkill spell has "sp-enchantment-conjure", should be "sp-conjuration-conjure".
    Color Spray spell has "sp-evocation-conjure", should be "sp-illusion-conjure".
    Contagion spell has "sp-enchantment-conjure", should be "sp-necromancy-conjure".
    Curse Water spell has "sp-transmutation-conjure", should be "sp-necromancy-conjure".
    Dimension Door spell has "sp-transmutation-conjure", should be "sp-conjuration-conjure".
    Discern Lies spell has "sp-abjuration-conjure", should be "sp-divination-conjure".
    Doom spell has "sp-enchantment-conjure", should be "sp-necromancy-conjure".
    Freedom of Movement spell has "sp-conjuration-conjure", should be "sp-abjuration-conjure".
    Glibness spell has "sp-enchantment-conjure", should be "sp-transmutation-conjure".
    Knock spell has "sp-abjuration-conjure", should be "sp-transmutation-conjure".
    Magic Missile spell has "sp-conjuration-conjure", should be "sp-evocation-conjure".
    Meld into Stone spell has "sp-evocation-conjure", should be "sp-transmutation-conjure".
    Open/Close spell has "sp-abjuration-conjure", should be "sp-transmutation-conjure".
    Ray of Frost spell has "sp-conjuration-conjure", should be "sp-evocation-conjure".
    Scorching Ray spell has "sp-conjuration-conjure", should be "sp-evocation-conjure".
    Shocking Grasp spell has "sp-transmutation-conjure", should be "sp-evocation-conjure".
    Spell Resistance spell has "sp-enchantment-conjure", should be "sp-abjuration-conjure".
    Tenser's Transformation spell has "sp-divination-conjure", should be "sp-transmutation-conjure".
    Finally, Mass Bull's Strength, Mass Cat's Grace, Mass Bear's Endurance, Mass Fox's Cunning, Mass Owl's Wisdom, and Mass Eagle's Splendor spells ALL have "sp-conjuration-conjure", should be "sp-transmutation-conjure".

    Lastly, one rule text correction for Glibness, as NOTED in SRD, has a component line of "Components: S".
    However, take note of the component lines in this section from the rule text of 552 - Glibness.txt:
    Code:
    School: Transmutation
    Level: Brd 3
    [COLOR="Yellow"]Component: V[/COLOR]
    Component: S
    Casting Time: 1 action
    The component line should ONLY be "Component: S".

    I am posting a zip file, Spell Corrections (for casting particles) v2.0.zip, that contains the script fixes for all the listed spells above and a rule text fix for Glibness.
    BTW: The Cloudkill script also has my Instant Death XP fix, from here!
    The zip file needs to be extracted into '...\Temple of Elemental Evil\'. Please, do NOT forget to first backup your original files! ALL the scripts need to be backed up, only the rule text, 552 - Glibness.txt doesn't, but check anyway! If there are any problems, just let me know.

    ENJOY! :tired:
     

    Attached Files:

  15. hellblazer

    hellblazer Established Member

    Joined:
    Feb 27, 2006
    Messages:
    227
    Likes Received:
    0
    Awesome work!
     
Thread Status:
Not open for further replies.
Our Host!