This file is no longer supported by myself it will be handle by ShadoOoW. Since its linked a lot of place on Nwnwiki and I going to the army its better someone help take care of it.
I do have done every spellfixe that I have found and fixed myself, I found sad there no fix on monster ability that need to be fixed also. Well that it.
If you find any bug simply tell me here. If you find any wait to make a better fix tell me here ;p and if you find another bug I could fix it and add it. Took me about two hour to make, tested everyone of them so that should be fine.
Every line modified have either a //Bug fix or something for you could know exactly where is the fix in case of custom script in your module.
There only Rabidness AoE work that has been added from someone else then me. It can be found here : Link
Thank to ShadoOow for give me some bug to correct ;) and WhiZard for the a better fix on entangle effect spell/ability.
List of Monster ability/Spell :
Aid(nw_s0_aid): Removed the temporary HP was stacking with himself
Aura of Blinding(nw_s1_aurablnda): The duration is 1 + (1 + caster's hit dice/3)/3 rounds likely intended to be 1 + caster's hit dice/3 as all other aura.
Banishment(x0_s0_banishment) : The location was centered on the caster not the target
Battletide(x2_s0_batttide and x2_s0_batttideb) : No longer break (Rabidness work) Black blade of disaster(x2_s0_blckblde) : The enhancement bonus wasn't take in count
Bless(nw_s0_bless) : The target was of the spell was OBJECT_SELF not oTarget
Bolt, web(nw_s1_bltweb) : Sometime the dexterity stuck at -4 after the effect last
Circle of doom(nw_s0_circdoom) : Caster level was counted twice in the empowered version
Cone of Fire(nw_s1_conefire) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of Electricity(nw_s1_coneelec) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of acid(nw_s1_coneacid) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of cold (Monster ability) (nw_s1_conecold) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Cone of sonic(nw_s1_conesonic) : A successful save reduces the damage for the creature that made the save and all remaining creatures in the area of effect.
Confusion(nw_s0_confusion) : The extended version was ignored
Creeping doom(nw_s0_crpdooma) : Removed the SR check at the entrance of the AoE
Divine power(nw_s0_divpower) : Was removing every temporary HP even bard song and aid...
Dimentionnal door (Phase spider, blink dog teleportation) (nw_c2_dimdoor): The spider was intend to teleport if HP is lower then 50%, but that was 100% due to a bug
Dirge(x0_s0_dirge and x0_s0_dirgeex): The dirge aura was stacking with himself and no longer break (Rabidness work for the break) Entangle(nw_s0_entanglec) : Sometime the dexterity stuck at -4 after leaving the AoE
Invisibility sphere(nw_s0_invsph, nw_s0_invspha and nw_s0_invsphb) : No longer break (Rabidness work) Firestorm(nw_s0_firestrm) : Now capped
Flame arrow[(nw_s0_flmarrow) : Was there a SR check for each arrow now its a single spell resistance check
Gate(nw_s0_gate) : Fixed the multi summonning bug
Gaze: Charm(nw_s1_gazecharm) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and charmed)
Gaze: Confuse(nw_s1_gazeconfu) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and confused)
Gaze : Daze(nw_s1_gazedaze) : The duration reduction based on difficulty setting was cumulative target from target and the PC
Gaze : Death(nw_s1_gazedeath) : The spell was affecting ally also
Gaze: Dominate(nw_s1_gazedomn) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and charmed)
Gaze : Paralyse(nw_s1_gazeparal) : The duration reduction based on difficulty setting was cumulative target from target and the PC
Gaze: Stun(nw_s1_gazestun) : The duration reduction based on difficulty setting was cumulative target from target and the PC & create effect was cumulative based on difficulty setting (Creature might be daze and stun)
Greater planar binding(nw_s0_grplanar): Fixed the multi summonning bug
Glyph of warding(x2_s0_glphward and x2_s0_glphwardx) : The DC calculation wasn't made
Howl: Confuse(nw_s1_howlconf) : The duration reduction based on difficulty setting was cumulative target from target
Howl: Daze(nw_s1_howldaze) : The duration reduction based on difficulty setting was cumulative target from target
Howl: Paralysis(nw_s1_howlparal) : The duration reduction based on difficulty setting was cumulative target from target
Howl : Stunning(nw_s1_howlstun) : The duration reduction based on difficulty setting was cumulative target from target
Hurl rock(x2_s1_hurlrock) : The area size was RADIUS_SIZE_SMALL in the start of the loop and RADIUS_SIZE_HUGE also the DC calculation for 10 shifter level was bugged
Lesser planar binding(nw_s0_lsplanar) : Fixed the multi summonning bug
Magic circle against alignment(nw_s0_circevil, nw_s0_circevila, nw_s0_circevilb,nw_s0_circgood, nw_s0_circgooda,nw_s0_circgoodb and nw_i0_spells) : No longer break (Rabidness work) Manticore spike(x0_s1_mantspike) : The script was ignoring critical immunity
Mass charm(nw_s0_mscharm) : The duration is 1/2 caster level when its suposed to be 1 per caster level
Negative Energy Burst(nw_s0_negburst): There was a will save for healing undead
Petrify Gaze(x0_s1_petrgaze) : Missing blind check
Poison weapon(x2_s2_poisonwp) : It can now poison himself
Planar binding(nw_s0_planar) : Fixed the multi summonning bug
Psionic Charm Monster(x2_m1_charmmon) : The duration reduction based on difficulty setting was cumulative target from target
Regeneration(nw_s0_regen) : The regeneration was stacking with himself
Shadow conjuration, mage armor (nw_s0_magearm): Doesn't stack anymore with himself but stack with mage armor.
Shadow conjuration, magic missile(nw_s0_magmiss) : Cannot drink these self damage potion
Shelgarn's Persistent Blade(x2_s0_persblde) : The damage reduction was 20 not 5 as the spell description
Silence(nw_s0_silence, nw_s0_silencea and nw_s0_silenceb) : The silence aura was stacking with himself , aslo the immunity check was messy work half of the time, the circle no longer break (Rabidness work) Storm of vengeance(nw_s0_stormveng) : The spell now inflict 10 rounds the dammage not 9
Tanglefoot bag(x0_s3_tangle) : Sometime the dexterity stuck at -4 after effect last
Tasha's Hideous Laughter(x0_s0_laugh) : Missing OBJECT_SELF as creator in GetIsImmune function making saving throw impossible with protection from alignment
Tenser transformation(nw_s0_tenstrans) : Removed the HP stacking, caster still keep the HP though
Undeath to death(x2_s0_undeath) : The maximized version wasn't capped
Vine mine, Entangle(x2_s0_vinementc) : Sometime the dexterity stuck at -4 after leaving the AoE
Vine mine, Harper movement(x2_s0_vinemhmpb) : Doesn't remove all application of the speed decrease
Web(nw_s0_weba) : Sometime the dexterity stuck at -4 after leaving the AoE
Version 2 :
Added the following stuff
Creeping doom : Removed the SR check at the entrance of the AoE
Poison weapon : It can now poison himself
Mass charm : The duration is 1/2 caster level when its suposed to be 1 per caster level
Storm of vengeance : The spell now inflict 10 rounds the dammage not 9
Version 3 :
Added the following stuff
Gate : Fixed the multi summonning bug
Lesser planar binding : Fixed the multi summonning bug
Planar binding : Fixed the multi summonning bug
Greater planar binding : Fixed the multi summonning bug
Shadow conjuration, mage armor : Doesn't stack anymore with himself but stack with mage armor.
Shadow conjuration, magic missile : Cannot drink these self damage potion
Version 4 :
Added the following stuff
Hurl rock : the DC calculation for 10 shifter level was bugged.
Petrify Gaze : Missing blind check
Banishment : the location was centered on the caster not the target
Negative Energy Burst : There was a will save for healing undead
Flame arrow : Single spell resistance check
Extra For those who wish to follow the exact spell description...
Searing light : Damage toward undead was 1d6 not 1d8 as the spell description
Domain trickery : Bonus was 1 + Half level not simply half level
Storm of vengence : Damage of lightning is suposed to be 3d6 not 6d6.
Note :
-For vine mine (Entangle), entangle, tanglefoot bag , bolt web and web the fix isn't the best but it do work.
Updated file : 9 April 2010 Updated description : 26 july 2010
Version 4 of the .erf Caution is override NW_I0_SPELLS script. If you have custom code simply remove the visual effect in the CreateProtectionFromAlignmentLink function.
This file is no longer supported by myself it will be handle by ShadoOoW. Since its linked a lot of place on Nwnwiki and I going to the army its better someone help take care of it.
I will post the link when he will have it accepted.
Here, tested it should be fine with the "fix" you reply me. Version 4 should be the last version unless there a bug into any of those fix (I doubt there are since I tested everyone of them)
Yes, the bug is when an effect would cause the dex to change while it is unchangebly set to 3. Your fix removes the problem thereafter, however, if at the time of the fix one is influenced by another situation that causes the dexterity to be unchangeably set to 3, then the fix from the first situation will result in the bug of the second situation.
I though the dexterity change from entangle wasn't possible to check from GetAbilityScore. I will check, good idea of feedback. But actually you need to check if dex == 3 since the bug keep your dex to the value of 3.
I still have about 12 bug to fix (should work on it) thx to shadooow.
Here if you want, I added a switch (1 for On, 0 for off ;)) for if the player have the sun domain it add d4 damage per level and increase the maximum level affected by d6. Raise dead max level is 15 and ressurection max is 15
NW_S0_RaisDead.nss
[code]#include "x2_inc_spellhook"
void main()
{
//Switch domain
//If activate it take in account sun domain adding 1d4 damage per level and
//1d6 maximum HD level. 0 = Off, 1 = On.
int USE_DOMAIN_SUN = 0;
/*
Spellcast Hook Code
Added 2003-06-20 by Georg
If you want to make changes to all spells,
check x2_inc_spellhook.nss to find out more
*/
if (!X2PreSpellCastCode())
{
// If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
return;
}
//Level 20 max like every spell
if(nCaster > 20)
{
nCaster = 20;
}
nDamage = d8(nCaster)+nXtraDam;
//Fire cast spell at event for the specified target
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_RAISE_DEAD, FALSE));
if(GetIsDead(oTarget))
{
//Apply raise dead effect and VFX impact
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eVis, lLoc);
ApplyEffectToObject(DURATION_TYPE_INSTANT, eRaise, oTarget);
}
else if (GetRacialType(oTarget) == RACIAL_TYPE_UNDEAD)
{
//HD of 15 max
if(GetHitDice(oTarget)
Posted by jdeavila at 2010-04-08 23:10:51 Voted 10.00 on 04/07/10
That would be cool if you could make modified Raise dead and resurrection spells for me :)
What would be cool - is if the "Raise Dead" spell caused 1d8 damage/level of positive damage if it FAILED its saving throw (only half the damage if it makes it saving throw). If the damage was enough to destroy it - then make the undead have a vfx effect of some type of essence leaving the undead (the corruption of evil leaving the body)and then have it turn to dust (or pile of bones).
For the "Resurrection" Spell - Make a saving throw or be destroyed. If it makes it save then it takes 1d8 damage +1/level of positive damage. The effect of its destruction would be just turning to dust or an explosion (I will leave that to you).
Perhaps make undead of greater than 15HD immune to these effects or they only take half of all damage of the above. Don't need to do this..you can do whatever you want..these are just suggestions.
Thanks - you should really post it to the vault..that would be cool for the community to have. _________________________ Imtherealthing
Well my objective is fix the bug, not changing the spell from the original description or modify the effect.
If I modify any spell for other reason then fix them I will mostly create a new file in the fault.
I already started to explain bug and link fix here in nwnwiki. But if you want that raise dead and ressurection affect undead as a damage spell I could simply create one for you. That I will copy paste here you need to tell me what you want in that script by example will save, if success 1d8 positive damage+1 per caster level or if fail die.
--Other subject--
I find about the multi casting summon bug and also the fact that you can greater shadow conjuration potion using mage armor by example then use magic missile and ... well drink a potion of magic missie xD (ouch).
Posted by jdeavila at 2010-04-07 21:57:37 Voted 10.00 on 04/07/10
Nice work..hey you got a fix for the Raise dead and Resurrection spells?..one where if they are cast on undead..it kills undead for example. _________________________ Imtherealthing
Already started a update, waiting for some bug/thing to fix and comment.
Creeping doom : Removed the SR check at the entrance of the AoE
Poison weapon : It can now poison himself
Mass charm : The duration is 1/2 caster level when its suposed to be 1 per caster level
Storm of vengeance : The spell now inflict 10 rounds the dammage not 9