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Flesh to Stone Fix


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#1 -Guest_Leutian_*-

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Posted 30 March 2005 - 02:22 AM

ok here is the fix fort the flesh to stone spell if you havent fixed it already , because if it isnt fixed flesh to stone will bypass immunes and spell resistance , this fix makes it respect them properly
]
#include "nx_sf_include" 
//:://///////////////////////////////////////////// 
//:: Flesh to Stone 
//:: x0_s0_fleshsto 
//:: Copyright (c) 2002 Bioware Corp. 
//::////////////////////////////////////////////// 
/* 
//:: The target freezes in place, standing helpless. 
*/ 
//::////////////////////////////////////////////// 
//:: Created By: Brent Knowles 
//:: Created On: October 16, 2002 
//::////////////////////////////////////////////// 
#include "X0_I0_SPELLS" 
void main() 
{ 
if (SpellSuccess()) { 
//Declare major variables 
object oTarget = GetSpellTargetObject(); 
int nCasterLvl = GetCasterLevel(OBJECT_SELF); 
if (MyResistSpell(OBJECT_SELF,oTarget) <1) 

DoPetrification(nCasterLvl, OBJECT_SELF, oTarget, GetSpellId(), GetSpellSaveDC()); 
} 
}
if (MyResistSpell(OBJECT_SELF,oTarget) <1)

the part i outlined in bold is all you really need to add to the script to make the spell work properly since Nordock doesnt use the updated version of the script unless horred's updated it himself .

#2 taza

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Posted 30 March 2005 - 03:24 AM

Umm... isn't the bioware version fixed already?

//::///////////////////////////////////////////////
//:: Flesh to Stone
//:: x0_s0_fleshsto
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
//:: The target freezes in place, standing helpless.
*/
//:://////////////////////////////////////////////
//:: Created By: Brent Knowles
//:: Created On: October 16, 2002
//:://////////////////////////////////////////////
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"

void main()
{

/*
  Spellcast Hook Code
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more

*/

    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables
    object oTarget = GetSpellTargetObject();
    int nCasterLvl = GetCasterLevel(OBJECT_SELF);

    if (MyResistSpell(OBJECT_SELF,oTarget) <1)
    {
       DoPetrification(nCasterLvl, OBJECT_SELF, oTarget, GetSpellId(), GetSpellSaveDC());
     }
}

Edited by taza, 30 March 2005 - 03:26 AM.

Mods in progress: Telinport v5

#3 -Guest_Leutian_*-

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Posted 30 March 2005 - 11:13 AM

Umm... isn't the bioware version fixed already?

//::///////////////////////////////////////////////
//:: Flesh to Stone
//:: x0_s0_fleshsto
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
//:: The target freezes in place, standing helpless.
*/
//:://////////////////////////////////////////////
//:: Created By: Brent Knowles
//:: Created On: October 16, 2002
//:://////////////////////////////////////////////
#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"

void main()
{

/*
  Spellcast Hook Code
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more

*/

    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables
    object oTarget = GetSpellTargetObject();
    int nCasterLvl = GetCasterLevel(OBJECT_SELF);

    if (MyResistSpell(OBJECT_SELF,oTarget) <1)
    {
       DoPetrification(nCasterLvl, OBJECT_SELF, oTarget, GetSpellId(), GetSpellSaveDC());
     }
}

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yes but nordock mods still use an old version of the script without the if (MyResistSpell(OBJECT_SELF,oTarget) <1)

function in them plus they have a spell override as an include this fix respects the overrides and doesnt conflict with em its one line :P

#4 horred the plague

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Posted 30 March 2005 - 03:17 PM

And this is a PRC spell, from a PRC hak pak, in my mod. Note the absence of WildMagicOverride() at the top of the spell (and every other in my mod).

Hm....but then again, you'd have to actually open my mod, in a toolset, to know that... :P

P.S: Ah, the joys of a compilation......you'll get blamed for everybody else's errors as well. :crying:

Edited by horred the plague, 30 March 2005 - 03:31 PM.


#5 -Guest_Leutian_*-

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Posted 30 March 2005 - 04:51 PM

And this is a PRC spell, from a PRC hak pak, in my mod. Note the absence of WildMagicOverride() at the top of the spell (and every other in my mod).

Hm....but then again, you'd have to actually open my mod, in a toolset, to know that...  :P

P.S: Ah, the joys of a compilation......you'll get blamed for everybody else's errors as well.  :crying:

View Post

yeah yeah yeah , try to be helpful an this is what you get... plain in simple i KNOW for a fact that unless youve modifyed the spell script thru a hak or other means already that the Nordock spell script is broken and that will fix it. its a common Nordock mod bug NOT just yours or pub 1.70 as it exists in the current PR as well
and on their official servers because they havent updated the script yet.

#6 -Guest_Leutian_*-

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Posted 30 March 2005 - 06:20 PM

And this is a PRC spell, from a PRC hak pak, in my mod. Note the absence of WildMagicOverride() at the top of the spell (and every other in my mod).

Hm....but then again, you'd have to actually open my mod, in a toolset, to know that...  :P

P.S: Ah, the joys of a compilation......you'll get blamed for everybody else's errors as well.  :crying:

View Post

yeah yeah yeah , try to be helpful an this is what you get... plain in simple i KNOW for a fact that unless youve modifyed the spell script thru a hak or other means already that the Nordock spell script is broken and that will fix it. its a common Nordock mod bug NOT just yours or pub 1.70 as it exists in the current PR as well
and on their official servers because they havent updated the script yet.

View Post

anyhow i DID look in the mod at the script and PRC did go ahead and use a MyResistSpell function in there spell script for it so no worries ya lucked out an it was fixed for you already when you used the pRC

#7 GrapeApe

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Posted 30 March 2005 - 06:35 PM

Can we delete this thread?

#8 -Guest_Leutian_*-

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Posted 30 March 2005 - 08:44 PM

Can we delete this thread?

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can we be nice for once.

#9 Jaguar

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Posted 30 March 2005 - 11:21 PM

Leutian, I dunno about you brother... but it seems to me that they do not like you here...

so, why do you still post?

I am fairly new here but any fool can see that these guys do not like you man...

Why be where your not welcome?

I dunno..... Don't really care either to be honest cause everyone here has been GREAT to me.... Just an observation...

be well....

Edited by Jaguar, 30 March 2005 - 11:22 PM.


#10 horred the plague

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Posted 30 March 2005 - 11:47 PM

Leutian, I dunno about you brother... but it seems to me that they do not like you here...

so, why do you still post?

I am fairly new here but any fool can see that these guys do not like you man...

Why be where your not welcome?

I dunno.....  Don't really care either to be honest cause everyone here has been GREAT to me.... Just an observation...

be well....

View Post


Well, I'll say thanks for finally opening the mod in the toolset. Means you speak with an informed opinion. If you look around in the mod, you'll see a lot of things different; some better, some wrong, some done the same way from a different perspective--NTM, a well of new content. A lot of things are different in the upcoming relaese, as well---dozens of fixes and enhancements.

For starters--probably half of the 5000 scripts are in the various hak paks. This makes for a profound influence on how and what scripts are editted. Especially the "how" part. ;)

I used no other mods as guidelines in my improvements , changes and bugfixes--I did things my own way. At the most, I used other scripts and the Lexicon as guidelines and examples (I'm sure you know studying other people's scripts is a good learning tool as well--even if it's learning "what not to do"!). I decided long ago that scripting it myself was the only way to truly learn how.

#11 -Guest_Leutian_*-

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  • Guest

Posted 31 March 2005 - 07:16 PM

Leutian, I dunno about you brother... but it seems to me that they do not like you here...

so, why do you still post?

I am fairly new here but any fool can see that these guys do not like you man...

Why be where your not welcome?

I dunno.....  Don't really care either to be honest cause everyone here has been GREAT to me.... Just an observation...

be well....

View Post


Well, I'll say thanks for finally opening the mod in the toolset. Means you speak with an informed opinion. If you look around in the mod, you'll see a lot of things different; some better, some wrong, some done the same way from a different perspective--NTM, a well of new content. A lot of things are different in the upcoming relaese, as well---dozens of fixes and enhancements.

For starters--probably half of the 5000 scripts are in the various hak paks. This makes for a profound influence on how and what scripts are editted. Especially the "how" part. ;)

I used no other mods as guidelines in my improvements , changes and bugfixes--I did things my own way. At the most, I used other scripts and the Lexicon as guidelines and examples (I'm sure you know studying other people's scripts is a good learning tool as well--even if it's learning "what not to do"!). I decided long ago that scripting it myself was the only way to truly learn how.

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you're right it is the only way to truly learn how :D and yeah i did open up the module :D and noticed most of the changes etc youve added/made it all looks pretty good to me . anyway regardless of the past with this horred i do wish you well and do offer any insight/help you may ask for in the future granted you already know about as much if not a bit more than i do as far as some aspects go , the only thing i can really offer you is what ive learned from experience with hosting a server and having to squish all the little bugs LK has had and our additions weve made but it seems youve already got most of this covered, as i said from the get go a very long time ago , i'll help where i can its not a problem, but i do wish certain things would just Blow over cause i assumed with the last post i made in regards to the " issue " we had a long time ago that things were square.

also on that note , people that had no clue or werent around when this happened should be asked to keep the "hostility" to themselves as it doesnt even involve them.
anyway ill poke around some more just to see what all youve done since i never did get around to it back in DEC when we first spoke about this mod. so its high time i look around and see everything you told me about back then and since.

#12 Jaguar

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Posted 01 April 2005 - 10:09 AM

Hey Leutain... just for the record... I hold no hostility to anyone here.. To be honest, I could care less about the drama... (I had to say that....)

I am just here to guilkd my guild a place to play and enjoy all the work that has been put into a great mod...

All of you (Horred the most) are doing the community a HUGE favor and doing it justice by creating all this custom content...

So far, I am impressed but all the people from all around the wrold coming together and making the THE GAME to play... Whether some agree or not...

Where has there been such a following?
Not only playing, BUT building and creating custom content.....

I have a 250 area mod I had created but never finished... I had the help of a few people BUT they left so doing this by myself as well as some RL problems I had totally took the wind from my sails.. SO, Horred I COMMEND YOU FOR YOUR WORK!!!