Hey Tarkin,
Having bumbled my way through another playing session, I've noticed a few more things that don't work. One example is that Client spells that edit a hostile icon's effects are
really buggy. A player of mine who is sorcerer cast
color spray on some hostile icons, and only the the first of three effects were applied. The other two got lost in the ether somewhere. In fact, about 80% of the bugs with the 3.5D20SRD definition seem to be related to Clients not being able to attack/damage/edit/affect hostile icons in any reliable way.
Anyway, here are some workarounds for this:
"The DM Likes To Play With Himself", or the easiest way (and incidentally, the easiest way to completely disenfranchise your players
)Just cast all of the spells as the Master. That is, ask your spellcasting players to target their enemies and ask them what they want to cast, then cast the spell as the master.
Pros: It always works and it is the easiest way around this.
Cons: It sucks for them. I wouldn't take their dice away in a tabletop game, and I won't in a VT game. As a serious DM, I could never seriously consider this option.
"The Kansas City Shuffle", or the tedious wayJust before the client casts the spell, convert the targeted icons to "NPC (friendly)". The spell should then work as normal. Then convert the icons back to "NPC (hostile)".
Pros: This can be accomplished as easily as selecting all the targets, right clicking on one of them, navigating to the "Modify" list, and select "NPC (friendly)"... and of course changing them back again. The players get to have some sense of control over the interface.
Cons: It is a pain to have to do this so often and for so many spells. It can slow down combats significantly, especially with multiple combatants or at higher levels.
The "Frankenstein's Monstrous Weapon Table" wayThis is for guys, like me, who enjoy and are not afraid to drastically modify their definition file (and possibly a few scripts

). Basically, I added "special/magical weapon effect" columns to my weapons table. This was done quite effectively in the 3.0 def that ships with version 3.2.2. So look there for ideas. If anyone wants to see how I did this for the 3.5D20SRD, just ask and I can post the code or email it to you.
It's essentially just a way to "cast a spell" from the weapons table. Mine uses two slightly modified scripts, very similar to the ones MoonWizard set up to handle spells and consumable magic items. To show how this can be useful as a workaround, I'll use
inflict light wounds as an example. You would simply add this spell as a "weapon" named "Inflict Light Wounds" and set the "attack" column for whatever the character would use for the initial touch attack, then you put the relevant spell data in the new fields almost exactly like it is in the spells tab. Just DELETE the portion of the spell expression that says "PRE(TOUCH)". Now when the Client casts the spell, and it doesn't work, as usual; he can switch to his weapons, and roll a "weapon attack" vs touch AC. If that hits, he can use the spell expression button, and... voila! It works!
Pros: This gives a maximum amount of control to a player, and requires absolutely no DM intervention to make it work properly. It doesn't slow down combat much at all (It's just one more click.)
Cons: Well, you will have to modify your definition file and probably a couple of scripts as well. Though, I must admit I would have done this anyway, as a magical/poison/disease/whatever option for weapons is ridiculously useful. Also, you will need to add the spell "weapons" for your players to their weapons tables. Not so bad if you have one sorcerer... but a bit more keystroke heavy if you have three high-level priests! Lastly, you really have to trust your players not to abuse this since it is not really feasible to limit the usage of such "spell weapons".
The "DMBuddies" wayIn another of my topics, I've outlined the concept for "DMBuddies". Once my life slows down a little, I'll try to clean them up and post them to kLoOge.info. But for now, you can create your own. This DMBuddy is different because it is not an item, but rather an NPC that is a "clone" of a PC. For example, I have a spellcaster named "Luther". Before a playing session, I would make a copy of his icon and set its type to NPC (friendly) (so that it doesn't show up in the PC well) and make it invisible. Then I would edit the spells, removing all the "|PRE(XXXXX)|" components. Finally, I would add two weapons to the original Luther PC: a melee touch weapon, and a ranged touch weapon. Now, when Luther casts a verboten spell, like Ray of Frost, he targets the enemy (and so does the invisible LutherClone), he makes a ranged touch attack, and if he hits, he casts the spell (and as he is casting his spell, so does LutherClone). Everything worked out fine.
Pros: This only requires a little prep-work the first time. After that I just add spells (and modify them) to the clone as required. Some players will not mind and be happy that everything "felt" normal.
Cons: It's just not very feasible at higher levels or with multiple PC spellcasters. I've only used this in one gaming session. After that, I started using the modded weapon table option above. Now, I use a combination of the modded weapon table and the "Kansas City Shuffle".
No doubt, Tarkin, you are already using one or more of these, but I thought I would post them for the good of the community and any newbies that might be making the grueling choice between kLoOge or one of the other VT's out there.
Note to Newbies: "Just hang in there! Stick with kLoOge, and we'll get it fixed for ya!"
Note to Kurris: "Parsing...is...too...tight! ... Can't...breathe! (gasp!) ... Need...update!"
Regards,
Gabriel