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Aug 8 2004, 05:27 PM
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#1
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![]() Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
This is where all such updates shall be posted.
-Galactygon -------------------- |
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Apr 23 2005, 07:51 PM
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#2
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Forum Member Posts: 27 Joined: 18-August 04 |
QUOTE(Galactygon @ Apr 22 2005, 08:21 PM) QUOTE Just to check, are you allowing for the fact that if the illusionart part (of shadow monsters, demi-shadow monsters & shades) is not disbelieved/dispelled (pretty much the same for Infinity Engine games), then the creatures have their full stats? In a way, yes. I plan on having those monsters ignore creatures that successfully disbelieve them (you have to make a check each round rather than once due to engine limitations), which require a saving throw. Creatures that disbelieve the shades will also ignore them. Ahh.. I was trying to come up with a way in that totally real seeming monsters could be polymorphed into shadowy 20%/40%/60% forms by the illusion detecting spells (and the thief ability). You might want to consider giving them attacks where 80%/60%/40% (or approximately so, depending on the spell) has a saving throw vs. spells to negate and is of secondary type illusion, while the remainder is real - if this could be done without too much trouble. QUOTE QUOTE On a related note, any plans to do the classic low-level illusion spells (phantasmal force, improved phantasmal force & spectral force)? Yes, but within engine limitations (creatures only). -Galactygon One idea I was considering for the low level illusions (e.g.phantasmal force) was to have the spell bring up a 'spell immunity' like menu with a list of options - either common spells (that could be reasonable mimiced by the illusion - i.e. visable) or monsters. The spells would be illusionary (do non-lethal damage, save vs. spells negates whole spell, type is illusion), likewise the creatures would be gender: illusion, and would inflict non-lethal damage (maybe with a save to ignore). There are a couple of problems I could see: 1) I couldn't decide whether to include the PnP restriction of the spells requiring concentration to maintain (I'm not sure if there is a feasable way of doing this anyway) or simply give the spell a short duration. Related to this was how tough to make the illusionary creatures, in PnP they dissapear after a single hit unless the caster produces the illusion of them responding appropriatly - now how do we impliment that? 2) There are issues with using the spell-immunit menu opcode on combat spells - in that, if you're not careful, you can easily waste the spell. Charles |
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Galactygon Mod/Web Updates Aug 8 2004, 05:27 PM
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