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Старый 14.05.2009, 17:12   #1
tox
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По умолчанию Spell Fixes compilation

Spell fixes:

-Added support for duration metamagic for following spells: Animal Trance, Animalistic Power, Blades of Fire, Bladeweave, Conviction, Living Undeath, Nightshield and Reduce Person (including Animal, Greater and Mass versions)
-Added support for variable metamagic for following spells: Animal Trance, Arc of Lighting, Blood to Water, Castigate, Dehydrate and Healing Sting
-Several fixes to Animal Trance spell
*will check for spell resistance
*will use caster level, instead of total character level, for duration (if not racial ability)
*won't have oversized radius (feet values in script should be converted to meters)
-Fixed Avasculate, Bestow Curse, Death Knell, Hypothermia, Mass Fowl, Moon Bolt, Swamp Lung, Vampiric Feast, as well as Curse of Despair invocation, so that invisibility is properly removed from caster, when these spells are cast on hostile target (happens due to missing or buggy signal event)
-Fixed Bestow Curse, so that curse is properly set as Supernatural (and thus, not dispellable)
-Fixed Blade Barrier (Self), so that single dispelling removes both effects properly (blades and hold on caster)
-Fixed Blades of Fire, so casters also benefit from 2 round duration (not just 1 round, due to not being able to attack in first round)
-Several fixes to Blood to Water spell:
*will check for spell resistance
*damage to Constitution won't be dispellable
-Several fixes to Camoflage line of spells:
*Camoflage and Mass Camoflage won't stack with each other anymore
*Mass Camoflage will affect characters inside targeted area, instead always affecting those around the caster
-Several fixes to Castigate spell:
*will check for spell resistance
*won't roll saves on targets with same alignment as caster (including caster)
-Tweaked Charm Person, Daze and Dominate Person spells, so they affect all playable humanoids (added Planetouched, Grey Orcs and player-made Yuan-ti)
-Updated The Dead Walk invocation, so it matches changes to Animate Dead spell
-Several fixes to Dehydrate spell:
*will check for spell resistance
*will check for Fortitude Save to negate damage
*damage to Constitution will stack
*damage to Constitution won't be dispellable
-Several fixes to Deep Slumber and Sleep spell:
*duration won't be 2 rounds longer then intended
*invisibility won't be retained, when attacking with these spells (signal event error)
-Several fixes to Devour Magic invocation:
*it won't try to cancel its own temporary hit points
*if area effect is dispelled, temporary hit points will be gained properly
-Fixed Dispel Magic and all its variations, so that when targeting area, it won't try to dispel aura effects twice (both as an area of effect object and as an effect on creature). Also, dispel check for area effects is changed to match official 3.5e rules better. Fixed spells/invocations are: Dispel Magic, Lesser Dispel Magic, Greater Dispel Magic, Mordenkainen's Disjunction, Voracious Dispelling and Devour Magic
-Fixed Divine Power, so casting it twice on same target won't remove increase to base attack bonus
-Fixed Enervation, so that negative levels aren't dispellable (similar to Energy Drain)
-Tweaked Enlarge Person (including Duergar version) and Righteous Might, so extra damage added isn't magical, but physical. Otherwise, as magical damage, it would bypass any damage reduction
-Several fixes to Entropic Husk spell:
*creatures immune to mind affecting effects will properly turn hostile to their former allies
*Duergar affected by Enlarge Person ability won't increase even more in size, if affected by husk
-Fixed Ethereal Jaunt, so it can trigger item creation or Hardcore UMD checks, like all other spells (added missing "spellhook" code)
-Fixed Flame Weapon, so it has proper duration (1 minute/level, not twice that much)
-Fixed Flee the Scene invocation, so it functions normally if having Team Rush feat (won't haste only 2 characters)
-Fixed Foundation of Stone, so it has proper duration, as per description (3 rounds + 1 round/level, not 3 rounds + 1 round per 3 levels)
-Fixed Greater and Lesser Visage of the Deity, so casting them won't drop invisibility from the caster (signal event issue)
-Fixed Gust of Wind, so it will not remove auras from other creatures anymore
-Fixed Hammer of the Gods, so its variable duration can be increased with Empower or Maximize metamagic
-Fixed Healing Sting, so it checks for spell resistance properly
-Fixed Iron Body, so it makes caster immune to Mass Drown spell (and not just Drown)
-Fixed Living Undeath, so that having Charisma below 5, will properly reduce it to 1
-Fixed Mass Blindness/Deafness and Mass Curse of Impending Blades spells, so that on Hardcore difficulty they only affect enemies, as per description
-Fixed Mass Fowl, so some of its effects won't be dispellable (mental stat penalties that prevent casters from using spells)
-Fixed Mass Heal (including Warpriest version), so that Spellcraft bonus to saves is applied properly to the targeted undead
-Several fixes to Mass Reduce Person spell:
*it won't affect enemies anymore
*it won't get canceled if having non-humanoids in the area
-Fixed both Mind Blank spells, so they remove mind effects from Tasha's Hideous Laughter and Solipsism spells
-Fixed Nightshield, so it correctly gives +3 bonus to saves if having 9 or more caster levels
-Several fixes to all Orb spells:
*added support for getting double damage on critical hits
*all Orb spells will be properly maximized (not all of them use d8 as base)
*Lesser Orb of Acid and Cold won't add secondary effects (those are intended for "greater" versions)
*Lesser Orb of Sound will not use code from Orb of Sound (spells.2da edit)
-Fixed Reduce spells, so they don't stack with each other. Also, they won't be removed by restoration magic anymore
-Fixed Slay Living, so that spell resistance check isn't rolled if melee touch attack failed
-Fixed Tasha's Hideous Laughter, so it won't be possible to just dispel its visual effect
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