(ouch)shield spells and Ranged weapons
(ouch)shield spells and Ranged weapons
I did a quick search and came up empty-handed, so I thought I would share.
Rilm and Elenthis had a spar, and Rilm used a crossbow. (he was on combatmode +ranged, as far as I am aware) and I had shockshield on. The shockshield still struck him as though he were using touch-based attacks.
~Elenthis.
Rilm and Elenthis had a spar, and Rilm used a crossbow. (he was on combatmode +ranged, as far as I am aware) and I had shockshield on. The shockshield still struck him as though he were using touch-based attacks.
~Elenthis.
Far away and across the field, the tolling of the iron bell calls the faithful to their knees to hear the softly spoken magic spell.
Re: (ouch)shield spells and Ranged weapons
Has he the feat that allows him to use ranged weapons in close combat?
- Caelnai
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Re: (ouch)shield spells and Ranged weapons
"+RANGED" means "You use ranged/melee weapons as melee weapons in combat" so you would have been in direct contact with the shield. (The +/- always seemed backwards to me. )
However, either combatmode gives you the same effect from shock/fire/etc-shields. My understanding of the idea is that "threads" of power reach out from the shield in reaction to an attacker's strike. Mud coding being what it is (compared to attack distance tables in tabletop), you will be susceptible to this unless you range attack from an adjacent room.
Anyway, I think it is working the way it should? Feel free to bring up on Discussion.
However, either combatmode gives you the same effect from shock/fire/etc-shields. My understanding of the idea is that "threads" of power reach out from the shield in reaction to an attacker's strike. Mud coding being what it is (compared to attack distance tables in tabletop), you will be susceptible to this unless you range attack from an adjacent room.
Anyway, I think it is working the way it should? Feel free to bring up on Discussion.
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Re: (ouch)shield spells and Ranged weapons
D20 seems to suggest this shouldn't be the case, actually, I think:
Also, PUNCH, KICK, and the like do not seem to take damage from these shields.
I'm moving this back to reporting, for the moment. I think we do need to review when these shields make owie!
Low priority, but non-negligible. Thanks for the report, Elenthis!
I don't think we (have yet?) implemented weapon reach, but the above seems to suggest a ranged weapon would be immune in melee.http://www.d20srd.org/srd/spells/FireShield.htm wrote:Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
Also, PUNCH, KICK, and the like do not seem to take damage from these shields.
I'm moving this back to reporting, for the moment. I think we do need to review when these shields make owie!
Low priority, but non-negligible. Thanks for the report, Elenthis!
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Re: (ouch)shield spells and Ranged weapons
We've been racking our brains to find a coded way to fix this, because of the difference between how the mud calculates combat distance compared to D20/3ed.
I think the best suggestion so far is to code an intercept on damage from these shields if a PC has set combatmode -ranged, but we'd need to make sure it didn't apply if they switched to a full melee weapon or dropped all weapons and started brawling. Other thoughts?
Are there other shields that should fall into this category besides fire and shockshields? (You can see I don't play spellcasters much. )
I think the best suggestion so far is to code an intercept on damage from these shields if a PC has set combatmode -ranged, but we'd need to make sure it didn't apply if they switched to a full melee weapon or dropped all weapons and started brawling. Other thoughts?
Are there other shields that should fall into this category besides fire and shockshields? (You can see I don't play spellcasters much. )
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Re: (ouch)shield spells and Ranged weapons
Fire/shock/ice/acid-shields. Also as mentioned kick and punch above they have there own issues with other spells and damaging overly much on armor but thats for another topic ^.^
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Re: (ouch)shield spells and Ranged weapons
I don't know if this is possible, but when the character is attacking and the victim is affected by any of these spells, check that the weapon(s) the pc is using allows to be either be thrown or shoot with, and in the last case check that he has ammo left all of this reading the combatmode. In case he doesn't fulfill any of the two conditions it would be called the code associated to its respective spells.Caelnai wrote:I think the best suggestion so far is to code an intercept on damage from these shields if a PC has set combatmode -ranged, but we'd need to make sure it didn't apply if they switched to a full melee weapon or dropped all weapons and started brawling. Other thoughts?
Acidshield, Iceshield and Blade Barrier.Caelnai wrote:Are there other shields that should fall into this category besides fire and shockshields? (You can see I don't play spellcasters much. )
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Re: (ouch)shield spells and Ranged weapons
Confirmed and entered into bugzilla. Thanks!
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Re: (ouch)shield spells and Ranged weapons
I think this has "now" been fixed! ("Now" actually being a while ago, but I'm just starting to catch up with Mask's amazing bug-crushing rampage.) If you have seen or see any further instances of this problem occurring, though, please report them here. Thanks!
Re: (ouch)shield spells and Ranged weapons
I thought that ranged weapons as a whole have been incorrect for a long time.
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Re: (ouch)shield spells and Ranged weapons
Yes, and I fear they remain that way for now. Those that do work, however, no longer lead to you getting blade barriered, (ouch)shielded, etc. Or at least they should.Lathander wrote:I thought that ranged weapons as a whole have been incorrect for a long time.
Re: (ouch)shield spells and Ranged weapons
This includes extended reach weapons (polearms and the like), too?
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Re: (ouch)shield spells and Ranged weapons
Nope, sorry - that's a whole 'nother ball of wax that we haven't even touched, as far as I know. I don't think weapon reach is coded in and it is unlikely to make the cutoff any time soon. If you are engaged in melee with an (ouch)shield, you are getting the boo-boo, unless you are shooting a ranged weapon (at point-blank range).Selveem wrote:This includes extended reach weapons (polearms and the like), too?
Fireshield and kick
I've noticed that kicks do not trigger a response from my fireshield. I don't have access to the others(shockshield, iceshield, acidshield) so I haven't tested them.
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Re: Fireshield and kick
Drat, I thought we had this fixed! Has it recently come undone?Nylo wrote:I've noticed that kicks do not trigger a response from my fireshield. I don't have access to the others(shockshield, iceshield, acidshield) so I haven't tested them.
Re: (ouch)shield spells and Ranged weapons
I've got a second char with fireshield now - kicks aren't triggering a response on this one, either. I'll try to get iceshield and shockshield to test.
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Re: (ouch)shield spells and Ranged weapons
Don't go out of your way to get these spells to test this - that's what the code council bug testing team is for! (We can grant these spells to test PCs and easily check things that way.)Nylo wrote:I've got a second char with fireshield now - kicks aren't triggering a response on this one, either. I'll try to get iceshield and shockshield to test.
Confirmed: Acidshield, Fireshield, Iceshield, and Shockshield all ignore kicks and punches.
Note to self: Blade Barrier removed from the game.
Re: (ouch)shield spells and Ranged weapons
From what I've seen, the problem may lie in the way kicks and punches are processed by the engine. They currently don't seem to act as melee attacks, as they will ignore shields and flight when hitting.
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Re: (ouch)shield spells and Ranged weapons
Ah, thanks Nylo. That's a more general problem, good observation! I'll try to tie together all the PUNCH/KICK bugs and then confirm you are right...but I'm guessing you are!Nylo wrote:From what I've seen, the problem may lie in the way kicks and punches are processed by the engine. They currently don't seem to act as melee attacks, as they will ignore shields and flight when hitting.