So I logged out of the game then went back in to see if I can replicate the same debug with your script. I cast the spell at a giant spider. But your debug script says it is working but it showed none of the details and again the spell did not work as it should.
Ok. Again:
You probably know a great deal about how this spell thing works and what caveats there are when it comes to different creatures. I have no idea of such things, sorry. I only know what the code says and what the debug messages (or lack there of in this case) point to.
Oh…lol…I think I’m beginning to understand what you are saying…sigh…I’m dumb…lol
So now what? Any ideas?
I edited my post above…
I wish I had any ideas about what to do here, but as usual, this is much more involved than just scripting. This has to do with the game, rules, how your module is setup, 2das etc. etc. The others here who also works with NWN and NWN:EE can maybe have some idea as to what is going on.
After investigating the script a bit further, I think it’s a can of green, slimy worms.
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As mentioned above “GetReflexAdjustedDamage” isn’t handled in a normal way. This is from the Lexicon: “Returns how much of nDamage that oTarget should receive after nDamage has been adjusted for reflex and evasion saving throws.”
So, passing 2 as first parameter and expecting that it will return 0, 1 or 2 feels like a misuse. It might work, but needs to be tested thoroughly. -
There are references to visual effects (679, 680) which don’t exist in vanilla NWN.
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Why SHAPE_SPELLCONE? I would rather use SHAPE_SPHERE.
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In the function “Eruption” OBJECT_SELF is used every now and there. This refers to the casting PC? I don’t know … yet.
However testing and debuging requires a specific setting. Needs a wizard (or better sorcerer) who casts the spell and some baddies (with different skills and saving throws) to grill.
If you deliver us a small mod which can be used to test the thing, then maybe somebody will find some time to investigate it further.
@Mmat - Very well said! As suspected, this seems to go much deeper than just the script itself.
That suggestion about a small mod to be used for testing is an excellent idea.
I will create a small mod with the spell…
Thanks guys
That part is odd but makes sense. Given 2 as the amount of damage the possibilities for the return value are indeed 0 (complete save), 1 (normal reflex save i.e. half damage, 2 / 2 = 1) or 2 (no save at all). The original scripter wanted to have different effects based on the save quality. You could also do it by passing nDamage in then checking for 0 or nRet < nDamage and do the different effects then. But it will have the same effect (so to speak
Agree.
Think the main problem is the use of a spellcone in a delay. I don’t know specifically how the engine deals with it, but pretty sure all kinds of things could get flaky by delaying it. Would suggest just pass the target location and use a sphere or anything else that doesn’t need the caster and his facing to work.
Also everything being delayed also means the spell checks for resist and so on are also going to be problematic. Not sure if an AoE effect would be a good idea or not though.
I have attached a module with both the Eruption Spell and the Rope Trick Spell (so you can add it)
Anyone here can test the Eruption. You will see the VFX works
You will need the current NWN:EE patch to be able to use this module.
Eruption & Rope Trick Spells.zip (256.0 KB)
See uploaded module for you to test
See uploaded module for you to test…see attached above
Once Eruption Spell is fixed I will release these two spells to the vault along with .erfs
I did not add the C.R.A.P. rope climbing animation as some might not have that for the Rope Trick Spell
I would like to add an additional aspect to the Rope Trick Spell too. Where if one clicks on the Portal placeable in the Extra-Dimensional Pocket that it creates an invisible copy of you in the tileset you left…to make it simulate you can see down the hole into the area…just like the spell says it should do in PNP.
If any of you can do that please adjust that script.
That invisible copy thing isn’t going to work right. It’s a different area. You’d have to jump the PC back to the first area to see anything. Then the PC would be in the first area again and have to somehow get jumped back when done “looking” through the hole.
“See uploaded module for you to test”
Excuse me? You seem to have mistaken me for your QA department
Nah…just thought you would like to test it…you don’t have to do anything. But, at least you can see how it works
[deleted] wanted to quote but failed
Years ago on the old vault…someone created a script that did just that. you would touch a window from within the house and you could see outside (I believe maybe you were teleported outside and had either improved invisibility or sanctuary cast on you). I also remember not being able to move (immobile) so you could take no actions. So it simulated seeing through a window.
Took Andgalfs script with feedback.
The only thing I changed is to exchange SHAPE_SPELLCONE to SHAPE_SPHERE, which appears two times in the function “Eruption”. The baddies within a certain circular range (default 5m ?) around the impact are nicely grilled.
Seemingly the GetReflexAdjustedDamage works well as meaglyn said.
I can do nothing with the missing effects (679, 680)
So the problem is solved?
@Mmat - What about the problem with the undead not being seen as valid objects? (That’s how I interpret the script messages) Could you find out what that’s all about? Does that get solved with the sphere instead of cone?
This was my thought as well. If this is indeed the situation, that we have two different areas, then that seems almost impossible to pull off, both in NWN and NWN2.
If you find that script, I would be interested to know how they pulled that off. Again, seems quite impossible to me.