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NWN SCRIPTS

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Title  AoE Spells fix
Author  Rabidness
Submitted / Updated  07-04-2004 / 11-22-2006
Category  Spells
Expansions  NWN-1.62
Format  Code Only
Type  Type - Multiple Spells
Includes  BioWare Standard
Description
Fixes issues with the AoE spells Invisibilty Sphere, Circle of Protection Against Good, Circle of Protection Against Evil, Silence, Battletide and Dirge. The AoE stays with the center of the effect. In other words, it doesn't dispell after moving five feet.

Files

NameTypeSizeDownloads
aoespellsfixv4.raraoespellsfixv4.rar
Submitted: 07-04-2004 / Last Updated: 08-31-2004
rar15.51Kb629
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Comments (18):

Posted by iwasahappycamper at 2004-10-17 21:05:00    
There's no reason why they wouldn't.Murder: The convenient solution to all your problems.

Posted by Vortex ( 217.231.xxx.xxx ) at 2004-10-16 15:26:00    
Thanks for fixing the moving AoE bug!

Does the current version (v4) work with 1.64 ?

Posted by shadguy at 2004-09-24 15:57:00    
Those spells suffer from a different bug unrelated to the fix provided here by Rabidness. Offensive AoE spells with durations are all bugged in that theiyr Heartbeat scripts don't fire. This bug popped up around patch 1.32 or so, last fall.

-shadguy
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by Luiggi ( ..xxx.xxx ) at 2004-09-21 02:03:00    
Hello,

I would just like to say that some other AoE you didn't mention are bugged or don't work correctly in MP. Those are not circles (I don't know if the difference in scripting is big or not, I know zero about scripting :D) but spells that remain on the same place, like some clouds and, over all, Storm of Vengeance (a very powerful spell that is useless in MP because it does not do checks every round...).

Just that, I hope you can fix it, and good job with already fixing these circle spells.

Luiggi.

Posted by Rabidness at 2004-09-06 06:48:00    
Wow... yes, confirmed.
It's a bioware issue but a workaround will be out soon.
Thanks for the tipoff. :)

Posted by mumble ( 66.92.xxx.xxx ) at 2004-09-04 19:24:00    
I tested Dirge last night in PVP, and after the opponent's Dexterity reached 3, it then flipped over to 255!

I am not sure if this is a bug in your code or Bioware's though. I'm suspicious it's Bioware's code, because you didn't touch the DoDirgeEffect in x0_i0_spells, and thats where it actually calculates the penalties. EffectAbilityDecrease() is called without checking whether or not the penalty will bring them below a stat of 3.

Seems like something EffectAbilityDecrease() should handle on it's own, but I guess it doesn't do it correctly.

I think we might need a new DoDirgeEffect that calculates what is OK to pass into EffectAbilityDecrease().

Posted by Rabidness at 2004-08-31 21:44:00    
Update:
There was a bug with the silence spell.

It now dispells correctly.

Posted by shadguy at 2004-08-05 18:45:00    
Well, thanks for the scripts! We're using this, and your trap system, and maybe some other stuff. Works great!

-shad
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by Rabidness at 2004-08-05 16:12:00    
Thanks for the other tip, Shadguy :)

Silence is fixed.
But it's fixed in more than one way as I gave it a +50 Move Silently skill modifier.

Posted by Rabidness at 2004-07-26 14:31:00    
If the host imports the files into the mod they host, the spells will be fixed for all.

Posted by Yersch at 2004-07-26 13:25:00    
So, would the person who hosts a MP game just put these in their override folder, and then everyone would have the spell fixed during the MP game?
Many an ancient lord's last words have been, "You can't kill me because I've got magic aaargh."
- Terry Pratchett, In Death

Posted by shadguy at 2004-07-20 17:02:00    
Thank you! (Sorry it took me so long to reply :) )

I'm looking through all the various spellscripts, and while there are a number of them with AoEs, I think you've covered the ones that are supposed to move with the target quite nicely, thank you!

The one possible candidate I see is Silence, perhaps? The other semi-related question is "do Monster auras (nw_s1*) need to worry about this or not?" I've never really noticed a problem with them, but I don't use them much and I've never picked them apart either.

-shad
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by shadguy at 2004-07-20 17:01:00    
Thank you! (Sorry it took me so long to reply :) )

I'm looking through all the various spellscripts, and while there are a number of them with AoEs, I think you've covered the ones that are supposed to move with the target quite nicely, thank you!

The one possible candidate I see is Silence, perhaps? The other semi-related question is "do Monster auras (nw_s1*) need to worry about this or not?" I've never really noticed a problem with them, but I don't use them much and I've never picked them apart either.

-shad
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by Rabidness at 2004-07-10 15:26:00    
shadguy, I hadn't. If anyone knows of any other AoE spells that need fixing, please do not be silent.

So now Battletide is fixed as well and should be in the package after update.

...and now I'm going to hurt myself for making clerics that much more powerful ;)

Posted by shadguy at 2004-07-09 15:54:00    
Thanks for publishing this! I'd taken care of the Circle vs Alignment spells, but hadn't gotten to the other spells yet. Have you had a chance to look at Battletide at all?

-shadguy
_________________________
Dreu Noctem Server Featuring arQon's EMS spell system and over 100 new spells!

Posted by Rabidness at 2004-07-08 09:22:00    
>> I never realised there was a problem. What exactly is involved in this fix?

When a character cast one of the AoE spells that are centered on their object... the AoE would simply be set at that location, for the most part.

A creature who goes into the AoE is given the buffs, it then leaves the area of effect... and the effects of the aoe would be stripped off. Like they should be.

This also means, due to lag or other issues, a creator of the effect could (and would) run out of their own AoE. ...the AoE would be stripped off of the center.

So, simply... the AoE change makes certain not to dispel if the owner of it is leaving. And sets a delay to strip the effects for the center.

Posted by Gomisan at 2004-07-07 22:00:00    
I never realised there was a problem. What exactly is involved in this fix?

Posted by Anonymous ( 80.62.xxx.xxx ) at 2004-07-07 16:34:00    
Have you also sent a bug report to BioWare? I think that would be appreciated :)

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