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Updated - Consolidated List of Magic Issues

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Post by daveyeisley Mon Mar 14, 2011 11:51 pm

The color spray bug is back. Just cast it, and it affected me Sad

The really odd thing is... I casted it again to make sure, and it didn't affect me the second time. Wonky.
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Post by daveyeisley Tue Mar 15, 2011 1:04 am

I wanted to try and cast an extended Blade of the Life Eater, but it seems the spell does not currently allow such Sad


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Post by daveyeisley Tue Mar 15, 2011 1:56 am

I also wanted to ask but keep forgetting... what is the point of the -10 INT penalty on tensor's transformation other than to aggravate the caster by having them need to redo spell slots after it wears off?

I mean, it not like they can use their INT for anything while the spell is active... and in PnP I dont recall Tenser's making you dumb...

Link to d20 SRD - see, no INT penalty there.
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Post by MannyJabrielle Tue Mar 15, 2011 10:50 pm

Weird: Had a beholder mage use weird on me... and it killed itself with it's own casting O_o Caster-unfriendly!

edit: It used a SCROLL.. but still... it killed itself with it's own spell there
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Post by daveyeisley Wed Mar 16, 2011 9:40 am

updated later in thread


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Post by MannyJabrielle Wed Mar 16, 2011 7:45 pm

Confirmed the weird bug. It's affecting caster and party-members.
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Post by MannyJabrielle Wed Mar 16, 2011 8:01 pm

Combust:

The DC for the round-to-round save vs fire damage is 1.
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Post by A_Vagabond Wed Mar 16, 2011 11:32 pm

MannyJabrielle wrote:Combust:

The DC for the round-to-round save vs fire damage is 1.

Depending on how the script is written, this could be a manifestation of the AOE DC bug. That is, the command to get the DC is dependent on the last thing the caster does, not the DC of the spell at the moment of casting. Local vars ftw!
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Post by daveyeisley Thu Mar 17, 2011 12:18 am

updated later in thread


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Post by MannyJabrielle Thu Mar 17, 2011 2:21 am

Shelgarn's persistent Blade:

The "creature" summoned is a construct by racial type, but has no immunities (such as immunity to fear... how do you frigthen a magically conjured dagger?)

Otiluke's freezing Sphere: Globe version. Does nothing. The ray version works fine.


Carpatha caves: There are no more red dragons spawning in the cave or even in the area outside anymore. Nothing spawns in those areas anymore now.

Rockwall cave in Calithia.... there's a "sand" placable floor cover. It sits up about "knee hight" on the PC. Only half actually shows as sand though. The other half is showing (at least for me) as jsut black-textureless, like 2nd-story cutaway on tilesets do.

Another problem with this floor covering is, it blocks out the ability to see the dragon remains. It's set high enough so that not even the tab-highlight glow shows. It makes looting the already rare dragon remains very difficult and a pixel-hunt
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Post by MannyJabrielle Thu Mar 17, 2011 2:29 am

Updated - Consolidated List of Magic Issues - Page 2 Image110

Screenshot of the bad texture on the floor to show what I mean
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Post by MannyJabrielle Thu Mar 17, 2011 2:53 am

Greater Planar Binding: The VFX fires off... and nothing is summoned.
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Post by daveyeisley Thu Mar 17, 2011 3:48 am

updated later in thread


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Post by daveyeisley Sun Mar 20, 2011 1:04 pm

Kyra Ojosverdes reported that Mirror Image is duplicating her visible equipment and placing it in her inventory.

The new Magic Missile script has too long of a delay between completion of the cast and dealing damage. Rather than doing damage before the projectiles strike the enemy, now there is at least a full second delay after the projectiles hit before damage is done.
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Post by daveyeisley Sun Mar 20, 2011 2:54 pm

Manny reported that Wail of the Banshee is not killing Scrags when they fail the save.


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Post by The Amethyst Dragon Sun Mar 20, 2011 4:00 pm

Working on fixing a few of these today for next module update. So far:

mirror image - new mirror creature creation scripting

silvania's silver spikes - damage type fixed

cone aoe spells - caster excluded from all checks

weird - caster excluded from all checks, slight delay is to allow affected trolls to be set to "non-immortal" so they can be properly killed by the spell (shortening delay slightly)

destruction - same need for a delay, also to be slightly shortened

wail of the banshee - delay reduced to that of other death spells, fixed so scrags (and other trolls) are affected

ray spells damage delay - all ray spells' effects have a slight delay, set for between when the ray actually hits and when it vanishes

Rock Wall caves - sand removed from floor
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Post by MannyJabrielle Sun Mar 20, 2011 4:29 pm

Another magic oddity:

Teleport + Ebonhall. Can set marks and teleport INTO Ebonhall, but if you try to teleport OUT, you get the error message "You cannot target a creature you cannot see or do not have line of sight to".
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Post by daveyeisley Sun Mar 20, 2011 4:33 pm

The damage rays were perfect before... why add a delay that messes them up?

At the very least, please reduce it to half of its current length. It takes forever to do damage at current... please. I will beg if I have to.... but the delay sucks so much as to make it painful to wait for the damage. The spell completes casting and the enemies have 3+ seconds to hit you before it can kill them.


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Post by MannyJabrielle Sun Mar 20, 2011 5:23 pm

Bigby's Grasping Hand is not affecting trolls.

Althacore, the ancient bronze dragon, drops the old style dragonblood misc.thin item.


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Post by MannyJabrielle Sun Mar 20, 2011 5:34 pm

And I agree that the delay between ray spells hitting and actually doing their damage is too long.
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Post by daveyeisley Sun Mar 20, 2011 8:39 pm

updated later in thread


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Post by The Amethyst Dragon Mon Mar 21, 2011 2:16 am

More for next module update:

telemus arcanum (3, 5, 7, & 9) - proper addition of caster level to damage, and proper damage dice type for the level 9 spell

ray spells damage delay - reducing delay

disarming wave - enemies are allowed to re-equip weapons they released, just as PCs are (the AI just can't handle stopping a fight to pick up a weapon that's really dropped, so they're placed into a target's inventory instead, and I don't want PCs to actually lose their weapons if something goes wrong)

phoenix's frigid bolts - fix

phoenix's shocking blast - fixing so it hits only enemies

meteor swarm - was assigned wrong damage dice and caster level limit, fixing for next module update

dark realm - getting darkfire reavers back in tunnels and guantlet

flesh to stone - duration and troll fix

combust - altering script's naming convention for storing save DC (if this doesn't fix it, it's a spell that I haven't recoded yet and will fix when I get to it)
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Post by MannyJabrielle Mon Mar 21, 2011 4:27 am

On disarming wave... I think given the reasoning of not wanting to have PC's lose their weapons incase of something goes wrong... Make it a PvM spell only. I've honestly never seen a NPC use it anyway, so why not just add a check to block it from working on PCs, but work on NPCs and drop their weapons to the ground?

It's not an automatic disarm, there is a save involved, and it's blocked by mindspell immunity, so depriving the targeted creature of it's weapon should count for something. If anything, give the NPC's a "backup weapon" in case their primary weapon gets thrown to the ground with this spell. If they lose that weapon too... well, that's the point of the spell and the player expended 2 spell slots then to accomplish the goal, assuming the target failed the save on both casts.

In my experience, I don't even get half the "time gone unarmed" as Dave has mentioned. My experience when I test out the spell is that the enemy requips the weapon immediately, or the next round at latest (6 seconds duration at best IOW). That unfortunately makes the spell 100% pointless for a player to use.
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Post by daveyeisley Mon Mar 21, 2011 8:50 am

MannyJabrielle wrote:On disarming wave... I think given the reasoning of not wanting to have PC's lose their weapons incase of something goes wrong... Make it a PvM spell only. I've honestly never seen a NPC use it anyway, so why not just add a check to block it from working on PCs, but work on NPCs and drop their weapons to the ground?

It's not an automatic disarm, there is a save involved, and it's blocked by mindspell immunity, so depriving the targeted creature of it's weapon should count for something. If anything, give the NPC's a "backup weapon" in case their primary weapon gets thrown to the ground with this spell. If they lose that weapon too... well, that's the point of the spell and the player expended 2 spell slots then to accomplish the goal, assuming the target failed the save on both casts.

In my experience, I don't even get half the "time gone unarmed" as Dave has mentioned. My experience when I test out the spell is that the enemy requips the weapon immediately, or the next round at latest (6 seconds duration at best IOW). That unfortunately makes the spell 100% pointless for a player to use.

I think Manny more or less nailed the optimal solution. Enemy casters dont use the spell, and even if they did I believe based on who the target being affected is, the spell script should be able to have different effects. Like how Flesh to Stone is different based on who is being affected.

Against NPCs it should drop the weapon on the ground (enemies who wield cursed or un-droppable weapons will not be dropped on the ground to be collected by a PC anyways, see this link.)

Against PCs, the weapon should go to inventory to prevent loss of the item.
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Post by daveyeisley Mon Mar 21, 2011 12:34 pm

Tested Wail of the Banshee, works GREAT!!!

Tested Weird, same deal Smile

Tested Telemus Arcanum IX and the delay is now much more liveable, and it does the proper damage cheers

Tested Flesh to Stone, targets remained petrified for over 10 minutes, awesome!

Tested Silvania's Silver Spikes, did the correct damage.

Tested Meteor Swarm, all I can say is WooHOOO! the Kaboom is back in 9th level!!

Tested Mirror Image, it looks like the items are not being added to casters inventory, but the images are also seeming to not have visible bodies or gear? Other than that, it works awesome, except that the images tend to stand on top of one another. IPerhaps they need to be made to take up a small space so they spread out some?

Phoenix's Frigid Bolts, Combust, Color Spray (and probably other cone aoes) are all still having issues, as such I have bolded them in the list.
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Post by daveyeisley Tue Mar 22, 2011 4:20 pm

Seems the ;;tool xpdebtpay command is taking XP and not paying off debt with it. I think it would be fair to say this is an urgent need for a fix?


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Post by The Amethyst Dragon Tue Mar 22, 2011 5:47 pm

daveyeisley wrote:Seems the ;;tool xpdebtpay command is taking XP and not paying off debt with it. I think it would be fair to say this is an urgent need for a fix?

Recompiled the script, updated module on server for next reset (which should be within the next 3ish hours).

I recommend nobody try it out until I can test it with one of my own characters.
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Post by daveyeisley Wed Mar 23, 2011 10:09 pm

updated later in thread


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Post by MannyJabrielle Wed Mar 23, 2011 10:10 pm

Stampede's doing nothing now. No effect, no VFX.


BTW, a big thanks to Dave for doing consolidated bug threads where it's easy as hell now to see if an issue has already been reported Smile
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Post by daveyeisley Wed Mar 23, 2011 10:17 pm

Thanks for suggesting I make separate threads to organize reported issues, Manny.

I am glad it may be helping some folks. I wish I could fix the darn bugs, but in lieu of that, this seemed like the best next step... trying to make it slightly easier for Updated - Consolidated List of Magic Issues - Page 2 787378.


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Post by MannyJabrielle Wed Mar 23, 2011 10:58 pm

Invisibility Sphere: Not granting any invisibility. Only seems to fire off a casting VFX now and then.
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Post by MannyJabrielle Wed Mar 23, 2011 11:16 pm

Weird is still killing party members.

The saving throws seem to be backwards as well... creatures are rolling their saves vs death before the save vs mindspells. Even if they make the save vs mindspells, they're still dying on the fort save vs death (which shouldn't be made if they've made the will save)
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Post by MannyJabrielle Thu Mar 24, 2011 1:52 am

Shades: fireball, wall of fire and cold of cold:

These three aren't calculating their spell levels in the DC of the spell (they're only including the feats and casting stat modifiers)
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Post by MannyJabrielle Thu Mar 24, 2011 2:15 am

Shock Weapon: it's giving weapons a flame visual instead of a electricity visual lol!
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Post by MannyJabrielle Thu Mar 24, 2011 4:10 am

The ;;em gold XXXX command is taking 10% more gold than instructed to. Example, convert 1000 gold into celestial gold, the command actually debits 1100 gold. It also grants that extra 10% to your celestial gold amount. This is a change from the previous bug with this command where it would take the proper amount, but grant 10% more celestial gold.

At higher research costs, that 10% can be quite hefty.
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Post by daveyeisley Thu Mar 24, 2011 1:27 pm

updated later in thread


Last edited by daveyeisley on Thu Mar 24, 2011 8:14 pm; edited 1 time in total
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Post by MannyJabrielle Thu Mar 24, 2011 8:09 pm

Weird and Phantasmal Killer: These two have simply stopped working.

Weird - It's only making the targets roll the fort save vs death magic, and if they fail, nothing happens.

Phantasmal Killer - It's only firing off the VFX now... no more saving throw, no more anything.

EDIT: They are working... these results are apparently only happening on black dragons.... making a note about this in the creature bug thread
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Post by daveyeisley Thu Mar 24, 2011 8:13 pm

updated later in thread


Last edited by daveyeisley on Thu Mar 24, 2011 9:52 pm; edited 1 time in total
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Post by Eric of Atrophy Thu Mar 24, 2011 9:00 pm

Last time I used Mirror Image, indeed the Images stacked on top of each other ... the only items that I could see were copies of Jane's helmet and cloak ... nothing else.
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Post by Lauralai Thu Mar 24, 2011 9:46 pm

Speaking of spell wonkiness...when you use any water breathing spell
it displays the "rock shield" effect visually lol
So, you take a potion or use a scroll or a wand of water breathing, and all of a sudden, no matter where you are, (including under water) there you are with boulders and dust wildly circling around you, hahahahaha
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Post by daveyeisley Thu Mar 24, 2011 9:52 pm

updated later in thread


Last edited by daveyeisley on Mon Mar 28, 2011 3:33 am; edited 1 time in total
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Post by The Amethyst Dragon Fri Mar 25, 2011 3:42 am

For next module update:

shadow conjuration / greater shadow conjuration / shades
- subradial spells manually assigned spell levels (since they don't have ones of their own in spells.2da)

water breathing - visual fixed

phoenix's frigid bolts - combat feedback restored, attack roll code fixed

phoenix's shocking blast - lightning bolts should be restored

acid arrow - manually setting damage type to account for greater shadow conjuration (acid arrow), which I think is where the wrong damage type is occurring

tenser's transformation - dropping Int penalty since the spell failure should take care of preventing spellcasting (was originally added to simulate caster dropping into animalistic battle-monster mentality)

otiluke's freezing sphere - globe and ray should be fixed for damage, was returning a value of 0 damage since these variants don't have a spell level in spells.2da

pacify / mass pacify - adjusted script to make creatures leave sooner and award xp on a different scale

shock weapon - item visual showing in script as ITEM_VISUAL_ELECTRICAL...is wrong visual still applying for you even after a logout/server reset?
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Post by Eeroas Fri Mar 25, 2011 5:53 am

Hi,

Staff of Fulfillment does not work with Empowered spells as promised with my Sorcerer.

In forum pages it is said that you can make “Combination of different metamagics” using prepared metamagic spell slot while holding proper staff. See link:


--
A) Combination of different metamagics. Want to both empower and maximize a fireball? Just prepare a fireball spell with one metamagic feat, then be sure to wield the proper staff when casting to apply the other.


Well.. This does not work. I tried different spells like fireball, Bull's Strength etc. I checked to log that those spell have asterisk (*) after the spell name. Even as I cast those spells as empowered while holding Staff of Fulfillment those spells effects are only Maximized. Maybe it won't work with Sorceress (and maybe Bard) as those classes does not have “same kind” of prepared slots as other classes? Does anyone else have even tried does this work?


Another spell related question.
Is there anywhere complete list of "Weapon Focus" Ray (range touch spells)?
I only found this list here:


This list is in complete as I found out when choosing Melf's acid arrow to my Sorcerer and he could not hit anyone with ranged touch attack thanks to his with low dexterity. Very Happy
Finally I found here:
that it has been changed.
So I can't really rely list in:


I really hope Finger of Death is not changed to ranged touch spell as my char would never hit anyone with that that is why I will not take disintegrate spell.

~Eeroas

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Post by Eeroas Fri Mar 25, 2011 6:10 am

Hmm. I had some problems with links. Removed http: in the front...

Links:
1.
aenea.aforumfree.com/t3633-in-progress-magic-upgrade
2.
aenea.aforumfree.com/t3899-weapon-focus-ray
3.
aenea.aforumfree.com/t3633p50-in-progress-magic-upgrade
4.
http://www.amethyst-dragon.com/nwn/spells.htm (I had to put // in front of this link. Otherwise it would have been invisible too)
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Post by daveyeisley Fri Mar 25, 2011 10:24 am

Just to help make posting links easier/nicer for you, here are some screenshots of the forum's Link Button that you can use when posting:

Updated - Consolidated List of Magic Issues - Page 2 Linkbu10

Updated - Consolidated List of Magic Issues - Page 2 Linkbu11

This allows you to give a simple, readable name for the link that shows in your post, while allowing the specific address of the link to be hidden but still working, like this:

This is a link to the Aenea Homepage.
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Post by daveyeisley Fri Mar 25, 2011 10:38 am

You know, oddly enough.... I actually had tried using a metamagicked spell with a metamagic staff, and for some reason it did not register in my brain that the effects did not combine properly... but yes, I have had this issue as well. In my case the spell simply did regular maximum damage with nothing added for the empowerment.

Melf's Acid Arrow was only recently changed to be a ranged touch attack, so that would be the reason for the oversight. Thanks for the report, though!

Finger of Death should be perfectly safe from ever being a ranged touch attack, don't worry. Disintegrate is a ranged touch attack with a fort save, because its much more difficult to be immune to, and it is from the Transmutation school which is not centered around killing things like Necromancy is (though Transmutation is still quite good at disabling monsters. For example Flesh to Stone has no ranged touch attack, just a save. It is just not as good at killing them directly, at least not until you get to epic spell seeds, as the Destroy seed is Transmutation. Hence the extra way to resist Disintegrate).


Last edited by daveyeisley on Fri Mar 25, 2011 10:58 am; edited 2 times in total
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Post by daveyeisley Fri Mar 25, 2011 10:54 am

The Amethyst Dragon wrote:
acid arrow - manually setting damage type to account for greater shadow conjuration (acid arrow), which I think is where the wrong damage type is occurring

I am not sure if you mean this to say that the consolidated script is/was getting thrown off by there being two possible versions, but... the reason for the report was a normal 2nd level casting of the spell that did magical damage, if that matters. I never use the Shades/Shadow Conjuration versions...

Tested Shock Weapon on 4 different, newly purchased, non-magical weapons. It worked perfectly for each. Unable to reproduce reported bug.

As for the rest of the reported fixes, are they all set and transferred to the server already? Would it be OK to announce a server reset to get them live?


Last edited by daveyeisley on Sat Mar 26, 2011 11:04 am; edited 1 time in total
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Post by The Amethyst Dragon Fri Mar 25, 2011 5:07 pm

The server has been reset with the module update on it.
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Post by daveyeisley Tue Mar 29, 2011 12:13 am

updated later in thread


Last edited by daveyeisley on Wed Mar 30, 2011 3:17 pm; edited 1 time in total
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Post by MannyJabrielle Tue Mar 29, 2011 12:22 am

Is Grabthar's hammer still busted for some people? I was casting it just the other day with one of my wizards (Aga or Auger, can't remember which).
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