Author Topic: Spell Modding  (Read 340 times)

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Spell Modding
« on: April 22, 2011, 07:33:02 pm »


               i was had a few questions was wondering if the following were possible

restricting the usage of  standard spells to you have to be not be a alignment type

restrict the usage of standard spells based on a integer set on the character

make certain standard spells that only affect 1 person into area of effect spells
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Spell Modding
« Reply #1 on: April 22, 2011, 09:15:13 pm »


               possible but restricting is not a good idea because you can tell game what to do only after the spell is cast and there is  no way to increase its count. So player would cast a spell an it would say, sorry bad alignment and he would lost it. I wouldnt do it this way but its certainly possible and many builders out there using this way.

For third question, the area of effect is handled in the spell script. Which script control which spell you can find out on NWN Wiki, then just understand the code and rewrite it. If you need certain specific change you can request it here, scripters out there does these request very often myself include.
               
               

               
            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Spell Modding
« Reply #2 on: April 23, 2011, 01:17:50 am »


               oh wanted to make it so if good alignment you could use all healing spells including regen and stone to flesh,

if evil you could use all of the inflict wounds spells, harm, bestow curse, flesh to stone, and that lvl 9 one that gives level drain one but not use any healing spells except for vampric touch

the int thing was going to be for neutral since i want neutrals to have access to some spells not all was going to make them pick good spells or evil spells from a convo fired from an item .so they're character would be neutral alignment but have a var neutral_good = 1 or neutral_evil = 1 only 1 of those set at a time. and if the player didnt pick one or those only spells that dont hit under evil aligned spells or good aligned spells would actualy do what theyre supposed to do when cast

specifically would following 2 things would be doable in the spell scripts.
edit: if it was doable i would make a journal explaining the custom casting individualy listing what spells had been modded to with the alignment and variable check

Thing 1:

if alignment is good or neutral_good = 1 cast spell
else send message saying "sorry you need to be either good aligned or be able to cast good alignment spells"


Thing 2:

if alignment is evil or neutral_evil = 1 cast spell
else send message saying "sorry you need to be either evil aligned or be able to cast evil alignment spells"


and was wondering about that aoe since i thought itd be cool but maybe OP to turn every buff spell into area of effect that would only effect those in party with their character if there were within melee touch range of the caster

edit 2: and so if it was doable id be redoing the potion scripts in my mod so everyone would be able to heal but actual spell usage would be restricted since nwn does have a effectheal which pretty much just works like a healing spelling while not being a healing spell
               
               

               


                     Modifié par Ryuhi2000, 23 avril 2011 - 12:48 .
                     
                  


            

Legacy__Guile

  • Hero Member
  • *****
  • Posts: 1308
  • Karma: +0/-0
Spell Modding
« Reply #3 on: April 23, 2011, 06:21:20 pm »


               

ShaDoOoW wrote...

possible but restricting is not a good idea because you can tell game what to do only after the spell is cast and there is  no way to increase its count. So player would cast a spell an it would say, sorry bad alignment and he would lost it. I wouldnt do it this way but its certainly possible and many builders out there using this way.

For third question, the area of effect is handled in the spell script. Which script control which spell you can find out on NWN Wiki, then just understand the code and rewrite it. If you need certain specific change you can request it here, scripters out there does these request very often myself include.


Yes, but you can increment the spell use to replace the lost spell, correct?
               
               

               
            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Spell Modding
« Reply #4 on: April 23, 2011, 07:44:15 pm »


               

_Guile wrote...

ShaDoOoW wrote...

possible but restricting is not a good idea because you can tell game what to do only after the spell is cast and there is  no way to increase its count. So player would cast a spell an it would say, sorry bad alignment and he would lost it. I wouldnt do it this way but its certainly possible and many builders out there using this way.

For third question, the area of effect is handled in the spell script. Which script control which spell you can find out on NWN Wiki, then just understand the code and rewrite it. If you need certain specific change you can request it here, scripters out there does these request very often myself include.


Yes, but you can increment the spell use to replace the lost spell, correct?


then if that was doable then that would perfect assuming i could restrict it the way i would like to '<img'> course i dont know how to replace lost spells yet
               
               

               
            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Spell Modding
« Reply #5 on: April 24, 2011, 01:24:52 am »


               

_Guile wrote...

Yes, but you can increment the spell use to replace the lost spell, correct?

No. I wrote it in my first post. There is only fuction to decrement spell use.
               
               

               
            

Legacy__six

  • Hero Member
  • *****
  • Posts: 1436
  • Karma: +0/-0
Spell Modding
« Reply #6 on: April 24, 2011, 02:01:44 am »


               Yeah, you can increment feats but only decrement spells. I've been working on custom spell stuff myself lately, ended up switching to using feats for them instead. Though the other problem you'll encounter is that you can't restrict acquiring a spell like that, only make it do nothing when casting. Which means if someone takes a spell they weren't aware they aren't allowed to use, they'll have wasted a slot and may be pretty frustrated.

Personally, I'd suggest maybe making heal spells more effective in the hands of a good character, and inflict woulds more effective in the hands of an evil one. That'd be very doable by an extra check in the spell script just after the damage/heal roll.
               
               

               


                     Modifié par _six, 24 avril 2011 - 01:02 .
                     
                  


            

Legacy_Shadooow

  • Hero Member
  • *****
  • Posts: 7698
  • Karma: +0/-0
Spell Modding
« Reply #7 on: April 24, 2011, 02:56:46 am »


               

_six wrote...

Personally, I'd suggest maybe making heal spells more effective in the hands of a good character, and inflict woulds more effective in the hands of an evil one. That'd be very doable by an extra check in the spell script just after the damage/heal roll.

Exactly. Or make heals to do what inflict spell does in hand of evil clerics/druids.
               
               

               
            

Legacy_Ryuhi2000

  • Full Member
  • ***
  • Posts: 159
  • Karma: +0/-0
Spell Modding
« Reply #8 on: April 24, 2011, 03:45:50 am »


               

_six wrote...

Yeah, you can increment feats but only decrement spells. I've been working on custom spell stuff myself lately, ended up switching to using feats for them instead. Though the other problem you'll encounter is that you can't restrict acquiring a spell like that, only make it do nothing when casting. Which means if someone takes a spell they weren't aware they aren't allowed to use, they'll have wasted a slot and may be pretty frustrated.

Personally, I'd suggest maybe making heal spells more effective in the hands of a good character, and inflict woulds more effective in the hands of an evil one. That'd be very doable by an extra check in the spell script just after the damage/heal roll.


was going to have a journal explaining spells had been modded .

but yeah _six if i cant just make the spell literaly just do nothing if those werent the right alignment or able to cast those alignments spells i guess making them better for those alignments would be the next best way to pretty much do what i want todo