MadMage999's Commit Logs

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MadMage999
Posts: 867

MadMage999's Commit Logs

Post#1 » Fri Feb 26, 2016 7:08 am

Implemented Fire Shield Spell from PnP.

Caster Level(s): Wizard/Sorcerer 4
School: Evocation
Descriptor(s): Magical Armor
Component(s): Verbal, Somatic
Range: Personal
Area of effect/ Target: Caster
Duration: 6 seconds /level
Save: None
Spell Resistance: Yes

You immolate yourself with an aura of flame, which injures creatures that touch it. Any creature striking you in melee combat take 1d8 points of fire damage +1 point per caster level + 10 points per Epic Revel attained.

**EDIT** Since this version of fireshield does not implement immunity to fire I've decided to drop it by one spell level to 3rd from 4th.

**EDIT** Reverted to 4th level as it's already been rolled out, and I don't want it causing problems if I change the spell level now.

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Changed Visual effects of Shield of Faith, Magic Circle against Alignment, Death Armor, Divine Shield, Divine Favor, and Epic Mage Armor, as per forum thread: viewtopic.php?f=49&t=2851
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MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#2 » Sun Feb 28, 2016 2:58 am

Copied the blueprints for the VFX to the new versions of divine favor and shield of faith, scaled them down.

Copied the blueprint for the VFX to new magic circle against alignment, removed sound effects.

Updated the scripts for divine favor, magic circle against alignment, shield of faith.

Packed the updated VFX into rot_effects.hak.
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MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#3 » Thu Dec 15, 2016 1:07 am

Made new item for DMs "The Mob Eliminator", item is a rod which will destroy any creature in the area of activator which has reputation of 10 or less to the activated target PC.

Made new item for DMs "The Loot Identifier", item is a rod which should identify all items in 20ft sphere of activated target, however I can't get it to work. :-( Can someone please look at this script (i_loot_identifier_ac)? I could use a second set of eyes.
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MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#4 » Sat Dec 17, 2016 8:12 am

Added two new NPCs to O Family Guild house, bartender 1 and 2.

Added Hellforging to O Family Guild House.
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MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#5 » Sun Dec 18, 2016 11:16 am

Changed Fireshield to be targetable on buffing rod.
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bsb5652
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Re: MadMage999's Commit Logs

Post#6 » Sun Dec 18, 2016 1:42 pm

Changes pushed to beta. Beta patch updated with new prc hak file due to spells.2da update.
Brian Bloom

Realms of Trinity Executive Producer & Game Creator
http://www.realmsoftrinity.com

MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#7 » Wed Dec 21, 2016 11:04 am

Made a script which can be called from any NPC conversation, which changes the appearance of the currently equipped cloak to that of the guild cloak.

The check for a guild key must be done as a condition for the conversation line to appear and the guild cloak resref must be passed in as part of the action in the conversation that fires the script.
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MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#8 » Fri Dec 23, 2016 1:15 am

Changed Ahala guild conversation to include cloak appearance change option.
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Co-Founder: Arcane Society

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MadMage999
Posts: 867

Re: MadMage999's Commit Logs

Post#9 » Fri Dec 23, 2016 5:14 am

Added signpost to O guild house that displays the guild history.
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Co-Founder: Arcane Society

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bsb5652
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Re: MadMage999's Commit Logs

Post#10 » Sat Dec 24, 2016 11:30 am

Changes pushed live 12/24 @ 10:30AM EST.
Brian Bloom

Realms of Trinity Executive Producer & Game Creator
http://www.realmsoftrinity.com

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