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New spells!

Posted: Thu May 14, 2020 1:11 pm
by paazin
Hi all, in the process of adding new spells (first RP placeholders but then hopefully fully implemented spells)

Feel free to add suggestions/comments for new spells or issues with existing spells.

Here's the list.

To do:
  • moonblade
  • good hope
  • phantom steed
  • pyrotechnics
  • resilient sphere
Exist as RP spells:
  • consecrate
  • desecrate
  • levitate
  • gentle repose
  • rope trick
  • floating disk
  • protection vs chaos
  • protection vs law
  • detect evil (including adding it to at-will for paladins)
  • detect good
  • detect law
  • detect chaos
  • glitterdust
  • status
  • whispering wind

Re: New spells!

Posted: Thu May 14, 2020 11:04 pm
by Ithildur
Glitterdust or bust.
Glitterdust forever.
Glitterdust for President.








... I like Glitterdust...



And so should you!

Re: New spells!

Posted: Sat May 23, 2020 11:56 am
by Ithildur
Most of these probably will require a DM/be RP only spells:

Benign Transposition:
https://www.dndtools.net/spells/spell-c ... ion--3945/

(Otiluke's) Resilient Sphere:

https://www.d20srd.org/srd/spells/resilientSphere.htm


A couple for clerics:

Augury:
https://www.d20srd.org/srd/spells/augury.htm

Status:
https://www.d20srd.org/srd/spells/status.htm

(Divination spells in general get shafted in CRPG's; they can also be useful for plot hooks if used judiciously!)

Re: New spells!

Posted: Sat Jun 27, 2020 4:49 pm
by paazin
protection from law/chaos were added in the last haks and working on adding others

Re: New spells!

Posted: Tue Jun 30, 2020 1:49 am
by Ithildur
This is nwn1 code but most of it I believe should be applicable or fairly close for nwn2:
Spoiler:
// Apply a burst visual effect at the target location.
location lTarget = GetSpellTargetLocation();
effect eImpact = EffectVisualEffect(VFX_FNF_GLITTERDUST);
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eImpact, lTarget);

int nCasterLvl = GetCasterLevel(OBJECT_SELF);

// Determine the spell's duration.
float fDuration = GetMetaMagicDuration(RoundsToSeconds(nCasterLvl));

effect eBlindness = EffectLinkEffects(EffectBlindness(),
EffectVisualEffect(VFX_DUR_BLIND));
effect eHidePenalty = EffectLinkEffects(EffectSkillDecrease(SKILL_HIDE, 40),
EffectVisualEffect(VFX_DUR_CESSATE_NEGATIVE));

object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, lTarget);
while(GetIsObjectValid(oTarget))
{
if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF))
{
SignalSpellEvent(oTarget);

// Apply impact vfx.
DelayCommand(0.5, ApplyEffectToObject(DURATION_TYPE_INSTANT,
EffectVisualEffect(VFX_IMP_SPARKS), oTarget));

// Creatures take the hide penalty whether they save or not.
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eHidePenalty, oTarget, fDuration,TRUE,-1,nCasterLvl);

// Creatures that are invisible become visible whether they save or not. We do
// this by looping through all the creature's effects looking for invisibility
// effects and removing them.
effect eTarget = GetFirstEffect(oTarget);
while (GetIsEffectValid(eTarget))
{
int nType = GetEffectType(eTarget);
if (EFFECT_TYPE_INVISIBILITY == nType || EFFECT_TYPE_IMPROVEDINVISIBILITY == nType)
RemoveEffect (oTarget, eTarget);

eTarget = GetNextEffect(oTarget);
}

// Let the creature make a will save, if it fails it's blinded.
if (!MySavingThrow(SAVING_THROW_WILL, oTarget, GetSaveDC(oTarget,OBJECT_SELF)))
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBlindness, oTarget, fDuration,TRUE,-1,nCasterLvl);
}

oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, lTarget);
}

Re: New spells!

Posted: Wed Jul 01, 2020 3:37 am
by paazin
Nice! Yeah that should be handy, thanks.

Re: New spells!

Posted: Wed Jul 01, 2020 4:30 pm
by gribo
Augury and Divination are in, afaik.

Re: New spells!

Posted: Wed Jul 01, 2020 9:47 pm
by Ithildur
paazin wrote:
Wed Jul 01, 2020 3:37 am
Nice! Yeah that should be handy, thanks.
One note, the vfx called for by the script is probably a custom one and not included in nwn2 (though I could be wrong); any appropriate aoe vfx should work as a substitute, something big and glitter dust-y or shiny preferably... let me see if I can dig one up that might work.

Re: New spells!

Posted: Wed Jul 01, 2020 10:04 pm
by paazin
Ithildur wrote:
Wed Jul 01, 2020 9:47 pm
One note, the vfx called for by the script is probably a custom one and not included in nwn2 (though I could be wrong); any appropriate aoe vfx should work as a substitute, something big and glitter dust-y or shiny preferably... let me see if I can dig one up that might work.
Don't worry about that -- I have something in mind anyway