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Current Spell Changes in Effect [Archive] - TrogWorld

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Almuric
01-13-2004, 12:56 PM
Spell Changes:

Acid Arrow: Changed damage to elemental type.
Acid Fog: Changed damage to elemental type.
Animate Dead: No effect when cast.
Blade Barrier: Duration is ½ normal, damage is 1d6 per level to a max of 10d6.
Burning Hands: Changed damage to elemental type.
Call Lightning: Changed damage to elemental type.
Chain Lightning: Changed damage to elemental type.
Cloudkill: Changed damage to elemental type.
Cone of Cold: Changed damage to elemental type.
Create Greater Undead: No effect when cast.
Delayed Blast Fireball: Changed damage to elemental type.
Destruction: Changed damage to elemental type on successful spell save.
Divine Power: Removed extra attack, spell cannot be stacked.
Elemental Swarm: No effect when cast.
Find Traps: Each trap in area of effect is checked d20 + caster spell DC vs. Detect DC and Disarm DC of the trap.
Finger of Death: Changed damage to elemental type on successful spell save.
Fireball: Changed damage to elemental type.
Elemental Shield: Changed damage given by the shield to elemental type, spell cannot be stacked.
Fire Storm: Changed damage to elemental type.
Flame Arrow: Changed damage to elemental type.
Flame Lash: Changed damage to elemental type.
Flame Strike: Fire damage changed to elemental type.
Gate: No effect when cast.
Greater Planar Binding: No effect when cast.
Hammer of the Gods: Changed damage to elemental type.
Harm: Damage changed to ½ current hit points.
Heal: Max hit points healed is limited to 150.
Hold Person: Duration reduced to 1/4 caster level.
Horrid Wilting: Changed damage to elemental type.
Ice Storm: Changed cold damage to elemental type.
Incendiary Cloud: Changed damage to elemental type.
Lightning Bolt: Changed damage to elemental type.
Lesser Planar Binding: No effect when cast.
Magic Missile: Changed damage to elemental type.
Meteor Swarm: Changed damage to elemental type.
Mordenkainen’s Sword: No effect when cast.
Negative Energy Burst: Changed damage to elemental type.
Negative Energy Ray: Changed damage to elemental type.
Phantasmal Killer: Fortitude save DC reduced by 4.
Planar Binding: No effect when cast.
Raise Dead: Only works on teammates.
Ray of Frost: Changed damage to elemental type.
Searing Light: Changed damage to elemental type.
Sound Burst: Changed damage to elemental type.
Summon Monster I – X: No effect when cast.
Summon Shadow: No effect when cast.
Sunbeam: Changed damage to elemental type.
Time Stop: Only effects area caster is in rather then entire server.
True Seeing: Spell gives See invisible, Ultravision, +10 Spot, and +10 Listen.
Vampiric Touch: Requires successful touch attack for damage.
Wall of Fire: Changed damage to elemental type.
Weird: Changed damage to elemental type on successful fortitude save.
Acid Splash: Changed damage to elemental type.
Bigby’s Forceful Hand: Strength check reduced from +14 to +8, duration is reduced to 1/4 caster level.
Bigby’s Grasping Hand: Duration is reduced to 1 round/3 levels, grapple check reduced by 1.
Bigby’s Crushing Hand: Added will save and save vs. spells to spell check.
Divine Favor: Bonus is +1/4 levels.
Electric Jolt: Changed damage to elemental type.
Greater Sanctuary: Duration is only 4 rounds and can only be used once every 4 minutes.
Firebrand: Changed damage to elemental type and added reflex save for ½ damage.
Flesh to Stone: Spell save DC reduced by 10.
Inferno: Changed damage to elemental type.
Isaacs Lesser Missile Storm: Changed damage to elemental type.
Isaacs Greater Missile Storm: Changed damage to elemental type, damage is 2d6 per missile.
Planar Ally: No effect when cast.
Quillfire: Changed damage to elemental type.
Sunburst: Changed damage to elemental type.
Wounding Whispers: Changed damage to elemental type, spell cannot be stacked.




Other Changes:
Summon Animal Companion: No effect.
Summon Familiar: No effect.
Black Guard Summons: No effect.
Imbue Arrow: Changed damage to elemental type.

New Changes 7-19-2004
Expeditious Retreat reduced to 115% due to "working around the code" by some players.

New Changes 7-25-2004
Added Reflex save to Firebrand
Fireball Level Cap increased from 10 to 15
Flamestrike Level Cap increased from 15 to 20
Cone of Cold Level Cap increased from 15 to 20
Horrid Wilting Level Cap increased from 25 to 30

New Changes 11-23-2004
Spell Updates:

Phantasmal Killer updated to 1.64.
Sunbeam updated to 1.64.
Chain Lightning updated to 1.64.
Bigby's Forceful Hand duration reduced from 1/3 caster level to 1/4 caster level.
Firestorm updated to 1.64.
Call Lightning updated to 1.64.
Flame Lash Updated to 1.64.
Hold Person duration reduced from 1/3 caster level to 1/4 caster level.

WNxIthron Eldin
01-14-2004, 08:03 AM
Damn! You've been busy!! :shock:

Genocide
01-14-2004, 08:05 PM
That is the list of spells that were edited prior to the module being released in its final version.

Nothing has been done to them since the last expansion.

Felonious Monk
08-11-2004, 06:53 PM
So... does Elemental Shield still give elemental immunities? Do the spells that give elemental resistances still work (Protection from Elements, etc)? What about epic spells? Adjusted, left as is, or removed?

Almuric
08-11-2004, 08:49 PM
The elemental shield and resistance spells still work. The epic spells still work as intended...except I *think* the summons dont work.....gotta check on that but I think we got them too.

Almuric
11-23-2004, 06:19 PM
Spell Updates:

Phantasmal Killer updated to 1.64.
Sunbeam updated to 1.64.
Chain Lightning updated to 1.64.
Bigby's Forceful Hand duration reduced from 1/3 caster level to 1/4 caster level.
Firestorm updated to 1.64.
Call Lightning updated to 1.64.
Flame Lash Updated to 1.64.
Hold Person duration reduced from 1/3 caster level to 1/4 caster level.

These changes will be added to the first post.

Wandera
11-23-2004, 06:26 PM
W00000t

Go Thurgin!

I wish i had any idea whatsoever as to how things like that are achieved.

Wandera
12-02-2004, 04:59 PM
Well i had a look myself at the darkfire spell and its really simple.

You must have been looking at the other half to the spell Al.. cause that IS complicated to script into.

The one you're gonna need to look at is the damage type side of it which is located at:

x2_s3_Darkfire

as opposed the other one, x2_s0_Darkfire which takes care of how much caster level to allow in the spell and what effect (which needs fixing because its supposed to be on hit 10 + d6 not 13 like i see on my wep when i examine it) on cast it is going to have.

Im pretty sure genocide would have this covered if i can, and he would code it alot more efficient but i have a file thats simply


effect eDmg;
if (**EB plane DETERMINING variable** = **EB 'cold' plane variable**)
{
eDmg - EffectDamage( watever watever VFX_DAMAGE_COLD watever
}

Now if you wanted to change all the variables, which ive done in this file not the s0 file, i guess you just need some efficient code that can be implemented into each effect and damage type and on hit effect and then you're laughing.

Genocide, you got this covered or Al, ya want me to ?

Protoss119
04-16-2006, 06:27 AM
Does Timestop still last 9 seconds like it used to? Because if so, and I'm not saying I think so, then it looks like we're being wasted by mages in the elapsed time of 9 seconds. I SERIOUSLY think it lasts longer than that since you've nerfed it. Can you look into this, Al? Thanks!

Dweia
05-02-2006, 07:38 AM
I'll take a look at it when I get on my PC, I'm assuming it hasn't been changed since the version of the mod I have of course :?

Dweia
05-02-2006, 09:04 PM
Taking a look at the version I have, it's 6-15 seconds, or (d4()+1)*3.0

Al: just change line 28
float fDur = IntToFloat(d4(1)+1)*3.0; // Least duration is 12 seconds, maximum duration is 30 seconds
so that fDur = however long you want it to last.

e.g. fDur = 9; // lasts a flat 9 seconds