IMO transmutations would probably be visible... I guess Stoneskin is an abjuration though... *shrug*HEEGZ wrote:Why would you want to remove the vfx for Barkskin and Stoneskin?
Modified Spells
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Re: Modified Spells
Re: Modified Spells
Looks like the duration is incorrect, thanks!DMyles wrote:Somebody might want to take a look at the druid spell flame weapon. In my experience the icon indicating a buff lasts the right duration but the flames you see on your weapon and the damage they do seem to last a lot longer.
Re: Modified Spells
I remember reading in one of the novels about a rogue who attacked another guy who had stoneskin on and he didn't realize it until after the attack. The guys skin reacted like stone and the rogues dagger bounced right off. This is a somewhat vauge memory so who knows it may actually be from playing tabletop. I just imagined you would be able to feel the effects of stoneskin but not see it. I would think a mage would be able to alter a spell like that at least through illusion if nothing else to prevent everyone from knowing he had it for obvious reasons. But other than that I just think all grey and brown pcs don't look as cool as multicolored pcs.
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Re: Modified Spells
Riotrrd, while you're at this, it'd be great to see True Strike fixed to target the caster automaticly, so that you don't have to cast it and then pick a target. It's clearly an oversight as it's a caster only spell in both pnp and NWN2, but the 2da iirc requires you to select a target, with caster as the only valid target.Ithildur wrote: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.

I'm pretty sure there were a handful of other caster only targetable spells that were erroneously requiring the selection of a target, but this is one that I know off the top of my head.
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Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Modified Spells
Unfortunately, this is required for tradescrolls, as the spell must be able to target an item as well as the caster. As a work around you can either right click your portrait (or PC) to target yourself prior to casting the spell, or hit F1, which should have the same effectIthildur wrote:t'd be great to see True Strike fixed to target the caster automaticly, so that you don't have to cast it and then pick a target. It's clearly an oversight as it's a caster only spell in both pnp and NWN2, but the 2da iirc requires you to select a target, with caster as the only valid target.

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Re: Modified Spells
Ach... I see. Ah well, will deal with it, and continue to make burnt offerings to the gods of Laggage to keep them at bay.
Formerly: Aglaril Shaelara, Faerun's unlikeliest Bladesinger
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Current main: Ky - something
It’s not the critic who counts...The credit belongs to the man who actually is in the arena, who strives violently, who errs and comes up short again and again...who if he wins, knows the triumph of high achievement, but who if he fails, fails while daring greatly.-T. Roosevelt
Re: Modified Spells
speaking of lag.... I have noticed it has been really bad lately whenever there is a small crowd on
It has been particularly bad in combat which is where people use lots of buffs and such. Sometimes when I click to attack something while in detect mode the game fails to cancel detect fast enough and so I walk over to hit the mob rather than charging. This is highly annoying when something is beating on the group wizard and you are trying to run over there in a hurry. All the more reason to get rid of the spell effects in my mind or if there is a handy script that gets rid of all of them to stick it in.
It has been particularly bad in combat which is where people use lots of buffs and such. Sometimes when I click to attack something while in detect mode the game fails to cancel detect fast enough and so I walk over to hit the mob rather than charging. This is highly annoying when something is beating on the group wizard and you are trying to run over there in a hurry. All the more reason to get rid of the spell effects in my mind or if there is a handy script that gets rid of all of them to stick it in.
"As the fletcher whittles and makes straight his arrows, so the master directs his straying thoughts."
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Re: Modified Spells
Bestow Curse does not resemble the PnP version at all. First of all, NWN2 has it as a transmutation rather than necromancy spell. The effect in NWN2 is to lower all ability scores by 2, which falls well short of the curses suggested in the PHB (-6 to one ability score, -4 to all attacks, STs, skill checks and ability checks or 50/50 chance to act normally/do nothing.)
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Re: Modified Spells
ThanksMick wrote:Bestow Curse does not resemble the PnP version at all. First of all, NWN2 has it as a transmutation rather than necromancy spell. The effect in NWN2 is to lower all ability scores by 2, which falls well short of the curses suggested in the PHB (-6 to one ability score, -4 to all attacks, STs, skill checks and ability checks or 50/50 chance to act normally/do nothing.)

Please keep an eye out for other possible Cleric spells that need modification.
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Re: Modified Spells
I've made the following fixes, and have a test mod more or less ready to tinker with:
- Added Metamagic clauses for Extend / Persistent Spell to the RP spells (Read/Detect Magic, Spider Climb)
- Added spellhook call for RP spells (Read/Detect Magic, Spider Climb), important for tradescrolls, scroll activation, and various other ACR functions.
-Fixed tradescroll creation for all new spells.
-Converted Comprehend Languages to the new spell framework with tradescroll setup (needs testing still).
- Added Metamagic clauses for Extend / Persistent Spell to the RP spells (Read/Detect Magic, Spider Climb)
- Added spellhook call for RP spells (Read/Detect Magic, Spider Climb), important for tradescrolls, scroll activation, and various other ACR functions.
-Fixed tradescroll creation for all new spells.
-Converted Comprehend Languages to the new spell framework with tradescroll setup (needs testing still).
Re: Modified Spells
I'm ready for another round of testing.
Should be available this weekend for limited times.
Should be available this weekend for limited times.
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Re: Modified Spells
Did you have any script or 2da fixes you wanted to apply to the test mod, Riot? Seems to me there were some things that needed to be fixed up a bit from our previous testing, though I might be remembering that wrong.
Re: Modified Spells
A few more spells that I've found:
Blindness/Deafness should be Necromancy and should be permanent, per PnP. It should also be blindness or deafness, not both.
Darkness should have a range of touch (long in NWN2), but should last for 10min/level (currently 6sec/level.)
Death Ward currently has a duration of 1hr/level. It should be 1min/level.
Blindness/Deafness should be Necromancy and should be permanent, per PnP. It should also be blindness or deafness, not both.
Darkness should have a range of touch (long in NWN2), but should last for 10min/level (currently 6sec/level.)
Death Ward currently has a duration of 1hr/level. It should be 1min/level.
Talk less. Listen more.
Current PCs: ?
Current PCs: ?
Re: Modified Spells
May require some ACR work to set a variable... will talk to AL about itBlindness/Deafness should be Necromancy and should be permanent, per PnP. It should also be blindness or deafness, not both.
Thanks!Darkness should have a range of touch (long in NWN2), but should last for 10min/level (currently 6sec/level.)
Death Ward currently has a duration of 1hr/level. It should be 1min/level
Re: Modified Spells
Got a few other spell mods to make:
clairaudience / clairvoyance duration
wall of fire duration and effect
web description
scare, confusion, slow targeting UI area of effect
change schools on power word stuff (currently set to div, is incorrect)
dominate person / dominate monster / charm monster durations
clairaudience / clairvoyance duration
wall of fire duration and effect
web description
scare, confusion, slow targeting UI area of effect
change schools on power word stuff (currently set to div, is incorrect)
dominate person / dominate monster / charm monster durations
Last edited by Riotnrrd on Thu Dec 17, 2009 6:56 pm, edited 1 time in total.