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Merge pull request #6 from mike1072/master
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V4 Beta 12
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mike1072 committed Jan 1, 2016
2 parents 032ed66 + 5ac3450 commit 26fe632
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42 changes: 28 additions & 14 deletions spell_rev/change-log.txt
Original file line number Diff line number Diff line change
@@ -1,43 +1,57 @@
To-do List:
- some non-damaging spells (Entangle, Grease, Web, Resilient Sphere? etc.) no longer count as hostile?
- Obscuring Mist tweaked to make ranged attacks from outside less effective WORK ON THIS, CHECK THAC0/AC MESS
- add all the new spells with bams (Icelance, Telekinesis, Ball Lightning, Eyebite, Freezing Sphere, etc.)
- make HLAs innate abilities
- Cause Wound spells bypass PfMW
- Flame Blade buff?
- Spiritual Hammer needs a small nerf
- Zone of Sweet Air as Cleric variant of Gust of Wind?
- Striking Wave added to druid's 4th lvl spells (first draft, need feedback)
- Symbol of Death causes level drain or -x to saves vs. death?
- Holy/Unholy rebalance?
- Mist of Eldath added to druid's 7th lvl spells
- Reflected Image replaced by Phantasmal Force; CreateCreatureObjectCopy("jclone01",Player1,0,0,0)
- Shocking Grasp tweaked similarly to CW spells
- Dispel Magic single target?
- True Strike duration up to 3 rounds, reduced thac0 bonus, +5% crit?
- Flame Arrow allow no save?
- ProMissiles self-only
- Improved Invisibility protects from deflection/turning/etc animations (sec type for removals?)
- Polymorph Self new forms (Fire Salamander with flaming spear replaces Flind; Troll)
- Wizard Eye moved to 7th lvl as Watchful Eye
- Polymorph Self new forms (Ogre Berserker? Fire Salamander with flaming spear replaces Flind; Troll?)
- Globes of Invulnerabilty duration slightly increased?
- Oracle becomes a party buff or AoE debuff?
- Protection from Normal Weapons replaced by Ghost Form (similar to vanilla's Wraithform)?
- Flesh to Stone should not be dispellable, 3rd round save vs. death or slay
- Stone to Flesh disabled?
- Flesh to Stone should not be dispellable, 3rd round save vs. death or slay?
- Summon Nishruu is not hidden at lvl up, replace? Ench +0? Add hak?
- Finger of Death creates a zombie?
- Ghost Form replaced with Iron Body (aka improved stone/iron skin)
- Monster Summoning VIII added to 8th lvl spells (summon umber hulks)
- Monster Summoning IX added to 9th lvl spells (summon salamanders)
- Meteor Swarm changed to 4 fireballs (a la Flame Arrow)
- KWW deals a small amount of magic dmg on each hit
- Prismatic Mantle's effects slightly nerfed
- Ghost Form replaced with Iron Body (aka improved stone/iron skin)?
- Meteor Swarm changed to 4 fireballs (a la Flame Arrow)?
- Wail of the Banshee causes nausea and/or deafness on successful save?
- Imprisonment slay powerful summons?, allow a save?
- Spell Trap needs revision
- Globe of Blades/Aura of Flaming Death should not have "combat protection" sectype so aren't breachable. Globe reworked similar to Blade Barrier (lower damage but no-save)

...

V4 - Beta 12 (x December 2015)
-
V4 - Beta 12 (31 December 2015)
- various fixes or minor refinements
- improved bams for many spells (by DreamSlaveOne)
- KR's Revised Saves temporary added to main component (for those without KR)
- some non-damaging spells (Entangle?, Grease, Web?, Resilient Sphere? etc.) no longer flagged as 'hostile'
- Burning Hands dmg from 1d4/lvl (max 5d4 at lvl 5) to 1d6+1d6/2 lvls (max 5d6 at lvl 9)
- Obscuring Mist tweaked to make ranged attacks from outside less effective (description needs refining)
- Shocking Grasp dissipates only on successful hit, can hit any creature and bypass PfMW
- Chill Touch's effects are applied via spl (will turn useful to make Lesser Restoration cure it)
- PfMW tweaked to allow "weapons with +7 enchantment" to bypass it
- Stone to Flesh disabled, petrification cured by Break Enchantment
- Monster Summoning VIII added to 8th lvl spells (summon umber hulks)
- Monster Summoning IX added to 9th lvl spells (summon basilisks - first draft)

V4 - Beta 11 (5 December 2015)
- Improve EE support by converting text to UTF-8
- Add support for EET
- Update to WeiDU 238
- various fixes (e.g. typos, string references, bams, etc.)
- various fixes (e.g. typos, string references, bams, etc.)
- Break Enchantment casting time from 3/4 (cleric/mage respectively) to 5, range from touch to short (10')
- Dispel Magic merged with Remove Magic, party-friendly AoE reduced from 30' radius to 20'
- Haste's fatigue effect prevents further use of Haste or Improved Haste until expired
Expand Down
51 changes: 40 additions & 11 deletions spell_rev/components/main_component.tpa
Original file line number Diff line number Diff line change
Expand Up @@ -104,7 +104,6 @@ COPY_EXISTING ~trapglyp.pro~ ~override~ // Fire Trap/Glyph of Warding
BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~spklargr.pro~ ~override~ // Dispel Magic
WRITE_SHORT 0x200 77 // Don't affect caster and allied creatures
WRITE_SHORT 0x206 190 // Reduced AoE to 20'
BUT_ONLY_IF_IT_CHANGES

Expand Down Expand Up @@ -1215,11 +1214,8 @@ COPY ~spell_rev\spwi1##\spwi115.spl~ ~override~ // Shocking Grasp
SAY NAME1 @427 SAY UNIDENTIFIED_DESC @428
COPY ~spell_rev\spwi1##\scrl80.itm~ ~override~
SAY NAME2 @427 SAY IDENTIFIED_DESC @428
COPY ~spell_rev\spwi1##\sgrasp01.itm~ ~override~
COPY ~spell_rev\spwi1##\sgrasp02.itm~ ~override~
COPY ~spell_rev\spwi1##\sgrasp03.itm~ ~override~
COPY ~spell_rev\spwi1##\sgrasp04.itm~ ~override~
COPY ~spell_rev\spwi1##\sgrasp05.itm~ ~override~
COPY ~spell_rev\spwi1##\sgrasp.itm~ ~override~
COPY ~spell_rev\spwi1##\spwi115d.spl~ ~override~

COPY ~spell_rev\spwi1##\spwi116.spl~ ~override~ // Sleep
SAY NAME1 @429 SAY UNIDENTIFIED_DESC @430
Expand All @@ -1232,7 +1228,8 @@ COPY ~spell_rev\spwi1##\spwi117.spl~ ~override~ // Chill Touch
SAY NAME1 @431 SAY UNIDENTIFIED_DESC @432
COPY ~spell_rev\spwi1##\scrl82.itm~ ~override~
SAY NAME2 @431 SAY IDENTIFIED_DESC @432
COPY ~spell_rev\spwi1##\chillt.itm~ ~override~
COPY ~spell_rev\spwi1##\chillt.itm~ ~override~
COPY ~spell_rev\spwi1##\spwi117d.spl~ ~override~

COPY ~spell_rev\spwi1##\spwi118.spl~ ~override~ // Chromatic Orb
SAY NAME1 @433 SAY UNIDENTIFIED_DESC @434
Expand Down Expand Up @@ -2473,10 +2470,14 @@ COPY ~spell_rev\spwi8##\scrlb1.itm~ ~override~
COPY ~spell_rev\spwi8##\spwi818d.spl~ ~override~
COPY ~spell_rev\spwi8##\spwi818i.eff~ ~override~

/* COPY ~spell_rev\spwi8##\spwi819.spl~ ~override~ // Moment of Prescience
SAY NAME1 @779 SAY UNIDENTIFIED_DESC @780
COPY ~spell_rev\spwi8##\scrl9c.itm~ ~override~ // replaces Improved Mantle scroll
SAY NAME2 @779 SAY IDENTIFIED_DESC @780 */
COPY ~spell_rev\spwi8##\spwi819.spl~ ~override~ // Monster Summoning VIII
SAY NAME1 @868 SAY UNIDENTIFIED_DESC @869
COPY ~spell_rev\spwi8##\scrl9b.itm~ ~override~ // replaces Summon Fiend scroll
SAY NAME2 @868 SAY IDENTIFIED_DESC @868
COPY ~spell_rev\spwi8##\umbhulsu.eff~ ~override~
COPY ~spell_rev\spwi8##\umbhulsu.cre~ ~override~
COPY ~spell_rev\spwi8##\umbhulsu.itm~ ~override~
COPY ~spell_rev\spwi8##\umbhulsu.bcs~ ~override~


/*-----------------------level 9-----------------------*/
Expand All @@ -2500,6 +2501,17 @@ COPY ~spell_rev\spwi9##\dempitsu.cre~ ~override~
COPY ~spell_rev\spwi9##\dempitsu.itm~ ~override~
COPY ~spell_rev\spwi9##\dvpitsu.bcs~ ~override~

COPY ~spell_rev\spwi9##\spwi906.spl~ ~override~ // Gate
SAY NAME1 @870 SAY UNIDENTIFIED_DESC @871
COPY ~spell_rev\spwi9##\scrl9n.itm~ ~override~ // replace Gate scroll
SAY NAME2 @870 SAY IDENTIFIED_DESC @871
COPY ~spell_rev\spwi9##\basilgsu.eff~ ~override~
COPY ~spell_rev\spwi9##\basilgsu.cre~ ~override~
COPY ~spell_rev\spwi9##\basilgsu.bcs~ ~override~
COPY ~spell_rev\spwi9##\basilg1.itm~ ~override~
COPY ~spell_rev\spwi9##\basilg2.itm~ ~override~
COPY ~spell_rev\spwi9##\basilg3.itm~ ~override~

COPY ~spell_rev\spwi9##\spwi907.spl~ ~override~ // Absolute Immunity
SAY NAME1 @817 SAY UNIDENTIFIED_DESC @818
COPY ~spell_rev\spwi9##\scrl9p.itm~ ~override~
Expand Down Expand Up @@ -2739,3 +2751,20 @@ COPY_EXISTING ~25spell.sto~ ~override~ // Arcana Archives
ADD_STORE_ITEM ~scrlw801~ AFTER ~scrlb1~ #1 #0 #0 ~IDENTIFIED~ #2 // Adds 2 Ghostform Scrolls
END
BUT_ONLY_IF_IT_CHANGES-----------------*/

//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\\\
////\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\

/*------ REVISED SAVES ------*/

COPY ~spell_rev/revised_saves/savewar.2da~ ~override~ // Warrior saves
COPY ~spell_rev/revised_saves/savemonk.2da~ ~override~ // Monk saves
COPY ~spell_rev/revised_saves/saverog.2da~ ~override~ // Rogue saves
COPY ~spell_rev/revised_saves/saveprs.2da~ ~override~ // Priest saves
COPY ~spell_rev/revised_saves/savewiz.2da~ ~override~ // Wizard saves

COPY ~spell_rev/revised_saves/savecndh.2da~ ~override~ // Dwarf/Halfling save bonuses
COPY ~spell_rev/revised_saves/savecng.2da~ ~override~ // Gnome save bonuses

//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\\\
////\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
65 changes: 54 additions & 11 deletions spell_rev/languages/english/arcane.tra
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Range: Medium
Duration: 1 turn
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: Breath negates
Saving Throw: Breath partial

A Grease spell covers a material surface with a slippery layer of a fatty, greasy nature. Any creature caught in it when the spell is cast must save vs. breath at +2 bonus or fall to the ground for one round. Those who enter the area or remain within it must make a save each round until they reach the nearest non-greased surface. A creature that succeeds on their saving throw can walk within or through the area of grease but will have their movements slowed considerably. Incorporeal and flying creatures are unaffected by this spell, as are exceptionally large creatures who suffer little to no distress from the greasy coating.~

Expand All @@ -31,10 +31,10 @@ School: Evocation
Range: Special
Duration: Instant
Casting Time: 1
Area of Effect: Cone
Area of Effect: Special
Saving Throw: None

When the wizard casts this spell, a cone of searing flames shoots from his fingertips towards a designated point. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and his fingers must be spread. The burning hands send out 10-foot-long jets of flame in a horizontal arc of about 60 degrees in front of the wizard. All creatures caught in the flames suffer 1d4 points of fire damage per level of the caster (up to a maximum of 5d4).~
When the wizard casts this spell, a cone of searing flames shoots from his fingertips towards a designated point. His hands must be held so as to send forth a fan-like sheet of flames: the wizard's thumbs must touch each other and his fingers must be spread. The burning hands send out 10-foot-long jets of flame in a horizontal arc of about 60 degrees in front of the wizard. All creatures caught in the flames suffer 1d6 points of fire damage plus 1d6 for every other 2 levels of the caster (up to a maximum of 5d6).~

@407=~Charm Person~
@408=~Charm Person
Expand All @@ -57,7 +57,7 @@ School: Alteration
Range: Special
Duration: Special
Casting Time: 1
Area of Effect: Cone
Area of Effect: Special
Saving Throw: Spell negates

Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. The spray is 15 feet in length and spread out in a horizontal arc of about 60 degrees in front of the wizard. The spell's effects depend upon the caster's level - creatures with Hit Dice/levels less than or equal to the caster are slowed for 5 rounds, those with Hit Dice/levels one or two greater than the wizard are blinded for 3 rounds, and all others are confused for 1 round. Creatures with more than 22 Hit Dice/levels will have to save only against the confusion effect, regardless of the caster's level.~
Expand Down Expand Up @@ -118,7 +118,7 @@ Casting Time: Special
Area of Effect: 1 item
Saving Throw: None

When this spell is memorized, go to the history page of an unidentified item and press the identify button. The chance of identifying the item is 100%. The spell identifies the item's name, what it does, and if it is cursed.~
When this spell is cast, name and enchantments (including curses) of one item subsequently touched by the wizard are revealed without fail. Many unidentified items can still be used, but at great risk.~

@419=~True Strike~
@420=~True Strike
Expand Down Expand Up @@ -178,7 +178,7 @@ Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d6 points of damage and stun the target for 1 round. If the target makes a successful saving throw vs. spell, he is not stunned. For every two extra experience levels of the caster, the creature will suffer an additional 1d6 points of damage and roll their saving throw at an increased -1 penalty (to a maximum of 5d6 damage and a -4 saving throw penalty at 9th level). The spell expires once the wizard attempts a melee attack or after 10 rounds have passed. The wizard gains a +4 bonus to hit the target and his touch is considered to be of +1 enchantment to determine what it can hit.~
When the wizard touches a creature while this spell is in effect, an electrical charge will deal 1d6 points of damage and stun the target for 1 round. If the target makes a successful saving throw vs. spell, he is not stunned. For every two extra experience levels of the caster, the creature will suffer an additional 1d6 points of damage and roll their saving throw at an increased -1 penalty (to a maximum of 5d6 damage and a -4 saving throw penalty at 9th level). The spell expires once the caster makes a successful melee attack or after 1 turn has passed. The wizard gains a +4 bonus to hit the target.~

@429=~Sleep~
@430=~Sleep
Expand Down Expand Up @@ -531,7 +531,7 @@ Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Spell negates

When a wizard utters this power word, he causes a comatose slumber to come upon one creature. Creatures who currently have 20 or more hit points can save vs. spell at to avoid the effects, but those with 1 to 19 hit points are powerless to resist. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as dragons and elementals are completely immune to magically induced sleep.~
When a wizard utters this power word, he causes a comatose slumber to come upon one creature. Creatures who currently have 20 or more hit points can save vs. spell to avoid the effects, but those with 1 to 19 hit points are powerless to resist. Elves and half-elves are particularly resistant to sleep effects, while the undead and certain other creatures such as dragons and elementals are completely immune to magically induced sleep.~

@487=~Ray of Enfeeblement~
@488=~Ray of Enfeeblement
Expand Down Expand Up @@ -1512,7 +1512,7 @@ When this spell is cast at a creature, it breaches and dispels all of the specif

The specific protection spells dispelled by Breach are: Resist Fear, Resist Elements, Death Ward, Free Action, Protection from Acid, Protection from Cold, Protection from Electricity, Protection from Fire, Chaotic Commands, Protection from Magic Energy, Protection from the Elements, and Protection from Energy.

The combat protection spells dispelled by Breach are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Mantle, Improved Mantle, and Absolute Immunity.~
The combat protection spells dispelled by Breach are: Mage Armor, Shield, Armor of Faith, Barkskin, Protection from Missiles, Spirit Armor, Stoneskin, Protection from Normal Weapons, Protection from Magical Weapons, Physical Mirror, Mantle, and Absolute Immunity.~

@637=~Lower Resistance~
@638=~Lower Resistance
Expand Down Expand Up @@ -2776,7 +2776,7 @@ Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Special

When a Power Word Kill spell is uttered, one creature targeted by the caster is slain. Creatures who currently have 60 or more hit points can save vs. spell to avoid the effects, but those with 1 to 59 hit points are powerless to resist. Even if the creature's maximum hit points are higher than 60, its current hit points are used for this determination..~
When a Power Word Kill spell is uttered, one creature targeted by the caster is slain. Creatures who currently have 60 or more hit points can save vs. spell to avoid the effects, but those with 1 to 59 hit points are powerless to resist. Even if the creature's maximum hit points are higher than 60, its current hit points are used for this determination.~

@829=~Wail of the Banshee~
@830=~Wail of the Banshee
Expand Down Expand Up @@ -3066,10 +3066,53 @@ Immune to disease effects
Slashing, Crushing, & Piercing Resistance 5%; Missile Resistance 100%~

@868=~Monster Summoning VIII~
@869=~~
@869=~Monster Summoning VIII
Level: 8
School: Conjuration
Range: Medium
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.

15th : 2 Umber Hulks
17th+ : 3 Umber Hulks

Umber Hulk (8 Hit Dice):
STR 20, DEX 13, CON 18, INT 11, WIS 11, CHA 9; AL Neutral
HP 96, AC 2, THAC0 6, Saving Throws 10/12/12/14/12
3 Attacks Per Round, 1d8+11 Slashing & Piercing Damage (Claws & Bite +3)

Combat Abilities:
Confusing Gaze

Special Qualities:
Immune to confusion effects~

@870=~Monster Summoning IX~
@871=~~
@871=~Monster Summoning IX
Level: 9
School: Conjuration
Range: Medium
Duration: 3 turns
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster summons a number of monsters, which serve the mage under any conditions. The type and number of creatures that appear depend upon the level of the wizard casting the spell. The summoned creatures will remain under the wizard's control until they are slain or the spell duration expires.

17th+ : 2 Greater Basilisks

Greater Basilisk (9 Hit Dice):
STR 15, DEX 13, CON 17, INT 11, WIS 11, CHA 9; AL Neutral
HP 90, AC 2, THAC0 6, Saving Throws 9/11/11/13/11
3 Attacks Per Round, 1d8+11 Slashing & Piercing Damage (Claws & Bite +3)

Combat Abilities:
Petrifying Gaze
Poison~

@872=~~
@873=~~
Expand Down
4 changes: 2 additions & 2 deletions spell_rev/languages/english/divine.tra
Original file line number Diff line number Diff line change
Expand Up @@ -152,7 +152,7 @@ The caster of the Armor of Faith receives significant protection against physica
@23=~Doom~
@24=~Doom
Level: 1
School: Alteration
School: Enchantment
Sphere: Charm
Range: Long
Duration: 1 turn
Expand Down Expand Up @@ -2359,7 +2359,7 @@ Casting Time: 5
Area of Effect: 20' radius
Saving Throw: None

When this spell is cast, a misty bank of fog billows out from the designated point obscuring all sight. Everyone within the cloud suffer -2 penalty to attack rolls in melee, and -6 penalty with ranged attacks, as well as -2 penalty to armor class. Creatures that do not rely on sight are immune to the effects of the cloud, and creatures with blindsight can fight within the cloud without penalties~
When this spell is cast, a misty bank of fog billows out from the designated point obscuring all sight. Everyone within the cloud suffer -2 penalty to attack rolls, and have their line of sight halved. Anyone, inside or outside the cloud, trying to attack a creature concealed by the fog with ranged weapons will do so with a -4 penalty to attack rolls. Creatures with blindsight, or that do not rely on sight can fight within the cloud without penalties.~

@323=~Animal Summoning II~
@324=~Animal Summoning II
Expand Down
8 changes: 8 additions & 0 deletions spell_rev/revised_saves/savecndh.2da
Original file line number Diff line number Diff line change
@@ -0,0 +1,8 @@
2DA V1.0
0
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25
DEATH 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3 3 3 3 3
WANDS 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3 3 3 3 3
POLY 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
BREATH 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
SPELL 0 0 0 0 1 1 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3 3 3 3 3
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