CamDawg Posted November 2, 2005 Share Posted November 2, 2005 Version 3 is near and I wanted to address the detectability of new DR spells. I need help from the folks that actually use DS on which stats we should be adding to what spells. New spells and their notable effects (spells that are duped from existing spells are omitted): Alicorn Lance - direct damage, AC penalty for 3 rounds Beast Claw - Summons weapon, sets strength to 18/72 Cause Light Wounds, Cause Medium Wounds - Same as other Cause X Wounds varieties Curse - Penalizes THAC0 and saving throws by 1 (anti-bless) Detect Good - Opposite of Detect Evil Divine Shell - Save & AC bonuses, immunity to normal missiles, bonuses to elemental resistances Faerie Fire - AC penalty Moonblade - Summons moonblade weapon; moonblade itself strikes as +4 and causes miscast magic effect and extra damage v. undead Protection from Good, Protection from Good 10' - Opposite of Protection from Evil; creatures affected are invisible to Solars instead of Demons Sunscorch - direct damage (extra v. undead) and blinds target for one round Lathander's Renewal (HLA) - Party healing and cures level drain, blindness, disease, confusion, feeblemind, and deafness Destructive Blow (innate) - THAC0 and damage bonuses Moon Shield (innate) - Magic resistance Shar's Curse (HLA) - Permanent (but dispellable) feeblemind Tempus' Shield (HLA) - Immune to all but +6 weapons (includes non-magical) Endurance of Ilmater (innate) - Doubles HP, save bonus, immune to disease, panic, wing buffets (push/knockback spells) Kossuth's Purifying Touch (HLA) - Heals caster, does fire damage to enemies Should the more mundane abilities and whatnot be noted, i.e. should we add something so that smart scripts can detect that Nightcloaks are permanently immune to blindness? And if someone wants to have a go at revamping general combat scripts to reflect changes in DR, we're all ears... Link to comment
SixOfSpades Posted November 2, 2005 Share Posted November 2, 2005 ...should we add something so that smart scripts can detect that Nightcloaks are permanently immune to blindness? If Nightcloaks of Shar all wear big signs saying, "I am a Nightcloak of Shar," then yes. I play my spellcasters as if they can't scroll backward through the text box and see precisely what Spell Immunity just went up: If we cast True Sight and Breach, and the enemy is still invulnerable, we just run away. In my opinion, it would be nice if only those spells that are visually unique in some way, such as Stoneskin or Protection from Normal Missiles, should have a 100% chance of detection by the AI. Just my 2 cents. By the way, does DR correct the spell of Negative Plane Protection to have a reasonable duration, and Nature's Beauty so it isn't so damn cheesy? Link to comment
CamDawg Posted November 2, 2005 Author Share Posted November 2, 2005 The capability of detection is my concern--whether a mod maker exercises it superfluously is not. Link to comment
cirerrek Posted November 5, 2005 Share Posted November 5, 2005 Generally detected by looking for the weapon or item: Beast Claw - Summons weapon, sets strength to 18/72 Moonblade - Summons moonblade weapon; moonblade itself strikes as +4 and causes miscast magic effect and extra damage v. undead For Beast Claw, you might want to use 161) SCRIPTINGSTATE6 (#5) AKA: Strength Buffing Instant/Permanent: No need for DS Cause Light Wounds, Cause Medium Wounds - Same as other Cause X Wounds varieties Lathander's Renewal (HLA) - Party healing and cures level drain, blindness, disease, confusion, feeblemind, and deafness Kossuth's Purifying Touch (HLA) - Heals caster, does fire damage to enemies Detect Good - Opposite of Detect Evil STATE_BLIND Sunscorch - direct damage (extra v. undead) and blinds target for one round STATE_FEEBLEMINDED Shar's Curse (HLA) - Permanent (but dispellable) feeblemind Stat RESISTMAGIC Moon Shield (innate) - Magic resistance ----------------------------------------------------------------------------------------------- Needs DS ----------------------------------------------------------------------------------------------- Protection from Good, Protection from Good 10' - Opposite of Protection from Evil; creatures affected are invisible to Solars instead of Demons PROTECTION_FROM_EVIL (1=ON) is the current methodolgy. With the advent of Protection from Good, perhaps we need a PROTECTION_FROM_ALIGNMENT? 1 = Evil 2 = Good 3 = Neutral Alicorn Lance - direct damage, AC penalty for 3 rounds Curse - Penalizes THAC0 and saving throws by 1 (anti-bless) Faerie Fire - AC penalty There is not really a DS that handles 'Penalty' spells Destructive Blow (innate) - THAC0 and damage bonuses 159) SCRIPTINGSTATE4 (#3) AKA: Combat Stats Probably the same for: Divine Shell - Save & AC bonuses, immunity to normal missiles, bonuses to elemental resistances Endurance of Ilmater (innate) - Doubles HP, save bonus, immune to disease, panic, wing buffets (push/knockback spells) Divine Shell can also probably be at least partially detected by the stat SHIELDGLOBE and the trigger HasImmunityEffects because of teh immunity to normal missiles. Tempus' Shield (HLA) - Immune to all but +6 weapons (includes non-magical) 128) WIZARD_PROTECTION_FROM_MAGIC_WEAPONS 1= Mantle (spwi708) 2= Improved Mantle (spwi808) 3= Absolute Immunity (spwi907) 4= Protection from Magic Weapons (spin686, spwi611, melspl01) 5= Aura of Focus (spwi327) Link to comment
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