Author Topic: The 1.69 Custom Spell System by Genisys / Guile  (Read 404 times)

Legacy__Guile

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The 1.69 Custom Spell System by Genisys / Guile
« on: September 03, 2011, 02:38:16 am »


               Decided to go ahead and release the (Semi-Final) edition of this scripting resource.

Basically this is a high quality Custom Spell System which allows the builder massive control over ALL spells, including many controls from just one script (gen_spell_config), also a custom Spell hooking script has been premade & included with quite a few options to allow the user to prevent casting spells in areas that they place the integer (NOCAST) with a value of (2) on it.
(That includes shifter special abilities as well) 
NOTE: All Buffs spells will cast normally though (made a special check for buffs to allow them).

Ideally in this system the user can adjust all spells with just one control, so if they wanted to give higher DCs for Epic casters, or increase or derease the damage spells do, they can do so.  There are so many controls it would be too much time to list them all.  Nevertheless, for the sake of inclusion you will find the config include in my next pot.  So you can look at just what this great system can do.

Here is the download:  The 1.69 Custom Spell System By Genisys  (Semi-Final Edition)
               
               

               


                     Modifié par _Guile, 03 septembre 2011 - 02:43 .
                     
                  


            

Legacy__Guile

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The 1.69 Custom Spell System by Genisys / Guile
« Reply #1 on: September 03, 2011, 03:44:31 am »


               This will give you an idea of what the system is capable of... (read it all, it's worth reading)

(Yes that really is the start date of this project)

/////////////////////////////////////////////////////////////////////////////////////////////////
//  gen_spell_config
/////////////////////////////////////////////////////////////////////////////////////
// Created By: Genisys / Guile
// Created On: 4/21/11
////////////////////////////////////////////////////////////////////////////
/*
    This script will control ALL Spells that utilize this include!
    I built this config for greater control over ALL Spells without
    requiring the builder to edit & recompile all the spell script individuallly!
    This is a very powerful include script, though it only effects the
    applicable spells, as not All spells were editable, as there
    was not a need to edit all spells.

    SPECIAL NOTE: If you want to effect Shifter's DC by adding their druid class
    you will need to open the script (x2_inc_shifter) and EVERYWHERE it reads:
    int bAddDruidLevels = FALSE  (change it to) int bAddDruidLevels = TRUE
    This script is the ONLY way you can modify DC for shifters!
    You can raise the default DCs if you like (like so)
    const int SHIFTER_DC_HARD = 4; (change to) const int SHIFTER_DC_HARD = 8;
    etc. (NOTE: Most Shifter Special (spell like) Abilities have been altered)
    (some will use the Caster Level Settings below for DURATION ONLY!, NOT DC!)
*/
///////////////////////////////////////////////////////////////////////////
//               ####  SETTINGS & OPTIONS ######
///////////////////////////////////////////////////////////////////////////

////////////////EPIC DC BONUS OPTION SETTING/////////////////////////////////
/*

The constant below is the # of levels a player must have over level 20
(caster levels) to gain a + 1 bonus to the spell's Saving Throw
Difficulty class (DC) they are casting. (This system is on most spells)
(ie. +2 at caster level 26 if the # = 3) Recommended settings are 2 to 6.
Basically the # you enter is how many caster levels the PC needs over level
20 to get a +1 bonus. This script has been tested thoroughly.
Set this to 60 To turn it Off

::WARNING:: DO NOT SET THIS TO 0!!!

*/
////////////////////////////////////////////////////////////////////////////
// EPIC DC CONTROL For PC's ONLY:

// Set this to the # of levels they need (above 20) get get a +1 DC Caster Bonus
// e.g. 3 = +1 / 3 level above 20 Caster level
// (ie. @ eDC = 3; ~ level 38 = + 6 Epic DC Bonus) (60 = OFF)
const int PC_DC_BONUS_PER_LEVEL = 3;

// Set this to FALSE if you DO NOT want to use Epic DC Bonuses for PCs!
const int USE_EPIC_DC_BONUS_FOR_PC = TRUE; // Default = TRUE; (Use Epic DC Bonuses for PCs)

// Set this to FALSE if you DO NOT Want to use True Caster Level
// This setting uses ALL Caster class to combine the total of the Caster Level
// This also includes Pale Master & Red Dragon Disciple, Shifter, Arcane Archer
// Ranger / Palading & Bard classes also count towards total caster levels!
const int USE_ALL_CASTING_classES_FOR_CASTER_LEVEL = TRUE;

///////////////////////////////////////////////////////////////////////////
// EPIC DC CONTROL  For Monsters &/or NPCs ONLY:

const int NPC_MONST_DC_BONUS_PER_LEVEL = 3;
//ie. 3 = + 1 / 3 levels over level 20 (caster levels)
// (ie. @ eDC = 3; ~ level 38 = + 6 Epic DC Bonus) (60 = OFF)

//Set this to FALSE if you DO NOT want to use Epic DC Bonuses for NPC & Monsters!
const int USE_EPIC_NPC_MON_DC_BONUS = TRUE; // Default = TRUE;

////////////////////////////////////////////////////////////////////////////
// Additional DC Bonus For DMs (Possessing a Creature Or Not)

// Set this to the DC Bonus you want ALL DMs to recieve while casting..
// When a DM Possesses a Creature the DC will be the Caster Level of the
// Creature Plus the bonus you apply below!
// Naturally if you set this to 60 or so The Target will always fail it's Saving Throw!
const int DM_DC_BONUS_TO_SPELLS = 20; //Default = + 20 DC  (Base + 20 DC)

// Set this to FALSE if you DO NOT want DMs to get a DC Bonus...
const int USE_DM_DC_BONUS = TRUE; //Default = TRUE; (Use DM DC Bonus)

////////////////////////////////////////////////////////////////////////////

//OTHER CONTROL SETTINGS:

//Set this to the MAX AC Bonus a Spell Can Grant!
const int MAX_SPELL_AC_BONUS = 6; //Default = 6; (Spell can give up to 6 AC!)

//Set this to the MAX AB / EB Weapon Bonus a Spell Can Grant!
const int MAX_WEAPON_BONUS = 8; //Default = 8; (+8 Attack or Enchantment Bonus)

//Set this to the Bonus or Penalty Healing Spells Will Achieve
// 1.0; = Standard / 2.0; = Double / 0.50; = 1/2 Normal / 0.25; = 25% of Normal / etc!
const float HEALING_SPELL_ADJUSTMENT = 1.0; // Default = 1.0 (Standard Healing)

////////////////////////////////////////////////////////////////////////////////
// Spell Caps  (Adjust Caps to Limit or Increase Maximum Spell Cast Level)

// Set this to TRUE if you want to use Custom Spell Level Caps
// Basically you will set the Max Level for All Spells in that range
// e.g. if you use this system and set SPELL_CAP_LEVEL_0_3 = 20, then..
// All spells cast from level 0 - 3 would be capped at level 20 Max Level
// If this is set to FALSE the default bioware caps will be used (if any exist!)
// Some spells DO NOT have a CAP, and if it has none, then I did NOT place
// a custom cap in the spell, meaning you CANNOT control spells that are NOT capped by default
const int USE_CUSTOM_SPELL_CAPS = FALSE; // Default = FALSE;(NO Custom Lvl Caps)

// Set this to the Max Level Possible For Spells Level 0 - 3
const int SPELL_CAP_LEVEL_0_3 = 15; //Default = 15; (Max Spell Level = 15)

// Set This to Max Level Possible For Spells Level 4 - 5
const int SPELL_CAP_LEVEL_4_5 = 20; // Deafult = 20; (Max Spell Level = 20)

// Set This to Max Level Possible For Spells Level 6 - 7
const int SPELL_CAP_LEVEL_6_7 = 25; // Deafult = 25; (Max Spell Level = 25)

// Set This to Max Level Possible For Spells Level 8 - 9
const int SPELL_CAP_LEVEL_8_9 = 30; // Deafult = 30; (Max Spell Level = 30)

////////////////////////////////////////////////////////////////////////////////
// Additional Damage Bonuses

//Set this to TRUE if you want to use Additional Damage Bonuses
const int USE_DAMAGE_BONUSES = FALSE; // Default = FALSE; (NO Epic Dmg Bonuses)
////////////////////////////////////////////////////////////////////////////////

// IMPORTANT NOTES ON SETTINGS BELOW:
// If you set any of the settings below to 1 the bonus will be 0!
// Because some builders may only want to Alter Certain Levels
// I set the default to 1 which means No Bonus Is Given!

//////////////////////////////////////////////////////////////////////////////
//     #### WARNING #### DO NOT Set Any of the Settings Below to 0!!!!
//////////////////////////////////////////////////////////////////////////////

// Set this to any Bonus Damage you want EVOCATION Spells to deal / Level...
// This damage & the ones below are in addition to normal damage!!!!
// ### WARNING ### USE WITH CAUTION: This effects all damage spells by school
// ### DO NOT SET THIS TO 0 ### Or Spells will deal NO DAMAGE (An Option though)
// NOTE: All spells which are not Necromancy or Conjuration fall into this group!
const int EVOCATION_DAMAGE_BONUS_PER_LEVEL = 2; // Default = 2; (2 Dmg / Level)

// Set this to any Bonus Damage you want NECROMANCY Spells to deal / Level...
const int NECROMANCY_DAMAGE_BONUS_PER_LEVEL = 2; // Default = 2; (2 Dmg / Level)

// Set this to any Bonus Damage you want CONJURATION Spells to deal / Level...
const int CONJURATION_DAMAGE_BONUS_PER_LEVEL = 2; // Default = 2; (2 Dmg / Level)

///////////////////////////////////////////////////////////////////////////////
//Controls for Specific Spells
///////////////////////////////////////////////////////////////////////////////

//--------------------------------------------------------------------------

// Implosion is, by far, one of the most powerful & oftenly abused spells
// So to eleviate the abuse & power (OPTIONAL) you can use this
// Set this to TRUE if you wish to Do Damage instead of instantly kill targets
const int IMPLOSION_DEALS_DAMAGE = FALSE; //Default = FALSE (Run spell normally)

// Set this to the Number of d8 Dice to be used (regardless of level!)
// Obviously those who fail their save are going to die if they have low hit points!
// SET THIS TO 0 if you want to use the Caster's Level X d8 (e.g. Max = 40th level!)
// For example if you set this to (50) (50d8 would deal on average 150 - 300 dmg!)
const int IMPLOSION_NUM_DMG_DICE = 30; // Default = 20; (20d8 dice!)

// Change this to the constant of the Saving Throw type the spell will use
// by default SAVING_THROW_TYPE_DEATH is used (though you can change this!)
// NOTE: This can make the spell more powerful (if you change the Save Type!)
// Optionally use (SAVING_THROW_TYPE_NONE) to do a generic Save Check
const int IMPLOSION_SAVE_CONST = SAVING_THROW_TYPE_DEATH; //(Default bioware)

// -----------------------------------------------------------------------

// Harm is, by far, one of the most powerful Cleric Spells, as it only checks
// the targets spell resistance, if they fail they are reduced to 1 life
// UNLESS they have Damage Immunity to Negative Damage, so I made a custom control
// Set this to the TRUE if you want to use a Custom Control for harm
const int USE_CUSTOM_HARM_SPELL = FALSE; //Default = FALSE (Juse use Original Spell)

// Set this to the Percent of Damage you want the spell to take (from current HP)
// So if you set this to 0.8 it would take 80% of the Current HP of the target
// if you set this to 0.5 it would take 50% of the Target's Current Hit Points
// This custom setting will requires the PC to cast multiple times to place the
// target near death (0.5 would require 3-4 castings!)
// *** WARNING *** DO NOT SET THIS ABOVE 1.0 !!! (It may crash your game!)
const float HARM_DMG_PERCENT = 1.0; //Default = 1.0 (Current HP - 1)

//--------------------------------------------------------------------------

// Set this to the BASE SR you want the Spell Resistance (spell) to use
// By default the Spell (Spell Resistance) has a base 12 SR + Caster Level
const int SPELL_RESIST_BASE_SR = 12; //Default = 12 (Bioware Default)

//--------------------------------------------------------------------------

// Set this to the Base DC of the Glyph of Warding Spells
// NOTE: This is only used if the Spell is cast from an item!
// Otherwise the spell will use the Caster's Wisdom Bonus (if cleric)
// PLUS adjust for Metamagic Feats etc..
const int GLYPH_BASE_DC = 16; //Default = 16 (16 = Base DC)

//--------------------------------------------------------------------------

// Set this to the Maximum Level used for Darkfire (default = 20)
// If this is set @ 20 or below 20 the default (1/2 of level) will be used
// If you set this above 20, then what you set will be used instead!
// e.g. if set to 30, this spell will deal 1 dmg / Level (up to level 30!)
const int MAX_DARKFIRE_LVL = 20; //Default = This is capped @ 1/2 of 40 (20 max)

// Set this to the Maximum Damage Flame Weapon Can Deal
// DO NOT set this above 40! or Below 10!!!
const int MAX_FLM_WPN_LVL = 10; //Default = 10 Dmg; (1 dmg/level up to level 10)

//--------------------------------------------------------------------------

// Set this to how many Temporary Hit Points you want spell Virtue to give Per Level
// Bare in mind there can be level 40 Clerics e.g. 2 X 40 = +80 Temp. Hit Points
// I added this because clerics are extremely weak and usually have low hit points.
// NOTE: This DOES STACK with multiple castings!!! (So Be Careful!)
const int VIRTUE_TEMPORARY_HITPOINTS_BONUS = 1; //Default = 1; (1 Temp Hit Points / Level)

//--------------------------------------------------------------------------

//Set this to the # of hit points that Power Word Kill Spell will Slay/kill with
//e.g. if you set this to 400 all creatures with 400 HP or less will die
//NOTE: This also determine the Max Damage the spell can deal too!
const int POWER_WORD_KILL_HP_DEATH = 200; //Default = 200 (200 Hp or less Die)

//--------------------------------------------------------------------------

// Set this to the # of d6 Dice you want Issac's Greater Missle Storm to deal
// Ideally if you raise this to 4 then you should lower the # of missles below!
const int IGMS_NUM_OF_DMG_DICE = 2; //Default = 2 (2d6 dice)

// Set this to the Max # of Levels used for Issac's GMS (levels = # of Missles)
// REMEMBER the spells can shoot UP TO 20 missle, you can ajuste the # of
// missles / level with this spell as this is a custom cap, so if you set this
// to 10, then a max of 10 missles will be used at caster level 10!
// You may set this from 1 - 40, no higher & no lower!
const int IGMS_SPELL_CAP = 20; //Default = 20 (20 Max # of Missles)

//--------------------------------------------------

// Set this to the # of d6 Dice you want Issac's Lesser Missle Storm to deal
const int ILMS_NUM_OF_DMG_DICE = 1; //Default = 1 (1d6 dice)

// Set this to the Max # of Levels used for Issac's LMS (levels = # of Missles)
const int ILMS_SPELL_CAP = 10; //Default = 10 (10 max # of missles)

//--------------------------------------------------

// Set this to the # of Seconds you want the spell TRUE STRIKE to last
const float TRUE_STRIKE_DURATION = 9.0; // Default = 9.0 (9 Seconds)

//--------------------------------------------------

// Set this to the Maximum Level Used for Vampiric Touch
// 10 = Bioware / NWN Defaul Cap, you can raise this if you want more damage.
// NOTE: Bonus Damage is still optional too!  (This is a favored spell on many servers)
const int VAMP_TOUCH_MAX_LVL = 10; // default = 10 (10d6 damage max)

///////////////////////////////////////////////////////////////////////////////
// Controlling Concealment

// Set this to the Amount of Concealment you want Cammoflauge & Mass Cammoflauge
// to give (10% may be too low for some)
const int CAMO_CONCEAL_BONUS = 10; //Default = 10; (10% = Standard Concealment)

//Set this to the Amount of Cocealment you want Entropic Shield to Give.
const int ENTRP_SHIELD_CONCEAL_BONUS = 20; //Default = 20; (20% = Standard Concealment)

//Set this to the Amount of Concealment you want Displacement To Give.
const int DISP_CONCEAL_BONUS = 50; //Default = 50; (50% = Standard Concealment)

//Set this to the Amount of Concealment you want Improved Invisibility To Give.
const int IMP_INVIS_CONCEAL_BONUS = 50; //Default = 50; (50% = Standard Concealment)

////////////////////////////////////////////////////////////////////////////////
//Controlling Damage Reduction

//Some may see it fit to change damage reduction from spells (to suit their module)

// Set this to Bonus used by the Spell Premonition (You must use constants!)
// if you set this to  DAMAGE_POWER_PLUS_EIGHT  it would = +8 / X Dmg Reduction
const int PREMO_BONUS = DAMAGE_POWER_PLUS_FIVE; //(Default set)

// Set this to the Amount of Soak Premonition will soak (up to X / Level)
// so if you set this to 20 it would = +? / 20 Damage reduction...
const int PREMO_SOAK = 30; //Default = 30 (30 Soak by original defaults)

// Set this to the Maximum amount of soak that Premonition spell can soak
// By default (at level 40, 400 is the max dmg that can be soaked by the spell)
const int MAX_PREMO_SOAK = 300; //(NOTE THIS IS A CUSTOM CAP! Test & Adjust!)

// Set this to Bonus used by the Spell Greater Stone Skin (You must use constants!)
const int GSS_BONUS = DAMAGE_POWER_PLUS_FIVE; //(Default set)

// Set this to the Amount of Soak Greater Stone Skin will soak (up to X / Level)
const int GSS_SOAK = 30; //Default = 20 (20 Resist/Reducation)

// Set this to the Maximum amount of soak that Greater Stone Skin can soak
// by default the spell is capped at 150 Max Soak (at level 15 it's capped)
const int MAX_GSS_SOAK = 150; //Default = 300 (300 Max Soak)

// Set this to Bonus used by the Spell Stone Skin (You must use constants!)
const int SS_BONUS = DAMAGE_POWER_PLUS_FIVE; //(Default set)

// Set this to the Amount of Soak Stone Skin will soak (up to X / Level)
const int SS_SOAK = 15; //Default = 10 (10 Resist/Soak)

// Set this to the LIMIT (amount) that Stone Skin can soak (at max)
// This is Multiplied by the # of levels of the caster!
const int SS_LIMIT = 10; //Default = 10 (10 dmg / level can be soaked)

///////////////////////////////////////////////////////////////////////////////
//Handling Inflict Spells

// Some may feel the inflict wound spells are simply too weak to be effective (or useful)
// therefore to give you custom control over the spells & to make the an evil
// cleric & the spells more viable & dangerous (including for monsters! '<img'>

// Set this to the # of d8 Dice this spell will deal  (Default is preset)
const int IF_DMG = 1; //Default = 1 (d8(1))  - (Inflict Wounds - Lvl 1)
const int IMF_DMG = 2; //Default = 2 (d8(2))  - (Inflict Moderate Wounds - Lvl 2)
const int ISF_DMG = 3; //Default = 3 (d8(3))  - (Inflict Serious Wounds - Lvl 3)
const int ICF_DMG = 4; //Default = 4 (d8(4))  - (Inflict Critical Wounds - Lvl 4)

//I wouldn't set any # of dice above 30, 30d8 will do (90-160 dmg on average)

////////////////////////////////////////////////////////////////////////////////

// Because some feel Permanent Haste is entirely too uber, Here is a better option!
// Instead of placing Haste on an item, rather hand out..
// Potions of Expedious Retreat, you can control the duration below
// This will in turn make the spell more noteworthy & useable!
// Naturally PCs will just cast haste to avoid your restrictions (see below!'<img'>

// Set this to the # of Rounds you wish this spell to last / level...
// 10 = Default Duration. (Note this is cast at level 5 from items!)
const int EXPEDIOUS_RETREAT_DURATION = 20; //Default = 10 (10 Rnds / Level)

// Set this to the MAX # of Rounds you wish the spell HASTE to last
// By default the spell can last 1 round / level (max 40 levels used)
// NOTE This is figured BEFORE Metamagic Extended (so they can still DOUBLE this!)
const int MAX_HASTE_DURATION = 40; //default = 40 (Default Max # Levels Used)

///////////////////////////////////////////////////////////////////////////////
// Controlling Damage Shields (Added For Greater Control over these spells)

// Set this to FALSE if you DO NOT Want to allow Stacking Shield
// e.g. IF you set this to FALSE, the caster may only cast 1 shield at a time!
const int ALLOW_MULTIPLE_DAMAGE_SHIELDS = TRUE;
//Default = TRUE; (By Default Casters are Allowed Multiple Damage Shields)

// Set this to the Maximum # of Damage Shields a caster may have on at one time
// YOU MUST Set the above setting to FALSE to turn this setting on! (use 1 - 4 only)
// NOTE Cleric's Auras do not count as a dmg shield, but wounding whispers does
const int MAX_DMG_SHIELDS_USABLE = 1; // Default = 1 (Only 1 dmg shield at a time)

// NOTE::    All The Settings Below are On By Default & Cannot Be Turned Off
// HOWEVER - They are set to default settings by default (Normal Damage)
// Also, Bonus Damage Settings Above ARE NOT Applied to these spells!!!!
// HOWEVER, These Spells ARE Effected by the Custom Spell Caps if you are using them!
// YOU WILL NEED TO TEST THESE SHIELDS & Adjust Damages Below if using Custom Spell Caps!

// Set the Float Below to what % you want the Death Armor To Deal in Damage.
// e.g. 1.0 = Normal Damage / 1.20 = + 20 % / 0.50 = 50 % (1/2) of Normal Damage
const float DEATH_ARMOR_DAMAGE = 1.0; //Default = 1.0; (Normal Damage)

// Set the Float Below to what % you want the Elemental Shield To Deal in Damage.
// e.g. 1.0 = Normal Damage / 1.20 = + 20 % / 0.50 = 50 % (1/2) of Normal Damage
const float FIRE_SHIELD_DAMAGE = 3.0; //Default = 1.0; (Normal Damage)

// Set the Float Below to what % you want the Acid Sheath To Deal in Damage.
// e.g. 1.0 = Normal Damage / 1.20 = + 20 % / 0.50 = 50 % (1/2) of Normal Damage
const float ACID_SHEATH_DAMAGE = 1.0; //Default = 1.0; (Normal Damage)

// Set the Float Below to what % you want the Wounding Whisper To Deal in Damage.
// e.g. 1.0 = Normal Damage / 1.20 = + 20 % / 0.50 = 50 % (1/2) of Normal Damage
const float WOUNDING_WHISPER_DAMAGE = 1.0; //Default = 1.0; (Normal Damage)

//////////////////////////////////////////////////////////////////////////////
//Controls for Timestop

// Place the following variable on an area to disable timestop in that area.
// NAME : TIMESTOP_DISABLED  TYPE : Int  VALUE : 1

// If set to 0, the duration will default to 1 + 1d4 rounds. Otherwise, the
// duration will be the number of seconds the variable is changed to.
// e.g., if you set this to 12, timestop will last 12 seconds!
const int TIME_STOP_OVERRIDE_DURATION = 0; //Default = 0 (no changes)

// Number of seconds before Timestop can be recast after being cast. Countdown
// messages are sent based on this time.
// Set to 0.0 if you dont want there to be any cooldown
const float TIME_STOP_COOLDOWN_TIME = 0.0;// Default = 0.0 (no Cooldown)

// If set to 1, Timestop will not be usable\\
const int TIME_STOP_DISABLE = 0;

//////////////////////////////////////////////////////////////////////////////
//Controls for Greater Sanctuary

// Set this to the # of Rounds Per Level you want this spell to last.
// E.G. if you set this to 6 it will last 6 rounds / level. (default duration)
const int GREATER_SANTURARY_DURATION = 6; //Default = 6 (Default NWN Duration)

// Set this to TRUE if you want to Disable Greater Sancutary All Together.
const int DISABLE_GREATER_SANTURARY = FALSE; //Default = FALSE (Working Spell)

// Set this to TRUE if you wish to use a Cool Down Timer
const int USE_GS_COOL_DOWN_TIMER = FALSE; //Default = FALSE (No Cool Down Timer)

// Set this float to the # of seconds you want the cooldown to last.
const float GS_COOL_DOWN_TIME = 20.0; //Default = 60.0 (60 Seconds)

///////////////////////////////////////////////////////////////////////////////
// Miscellaneous Settings

//Set this to FALSE if you DO NOT want to send the PC Any Messages
// About DC Bonuses (NOTE: You should turn this off after testing!)
// As some spells do multiple checks for DC, and the PC will get spammed!
const int SEND_DC_BONUS_MESSAGE = TRUE;

////////////////////////////////////////////////////////////////////////////////
//////////  #### END OPTIONAL SETTINGS ####  //////////////////////////////////
//////////////////////////////////////////////////////////////////////////////


// WWWHHHHOOOOOOSSSSSHHH  (If you only knew how much work it was...)
               
               

               


                     Modifié par _Guile, 03 septembre 2011 - 02:48 .
                     
                  


            

Legacy__Guile

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The 1.69 Custom Spell System by Genisys / Guile
« Reply #2 on: September 03, 2011, 03:09:40 pm »


               Comments are welcome, but I can offer no bug fixes till I return to NWN, sorry.
(That may be a while, not sure when I will return.)
               
               

               
            

Legacy__Guile

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The 1.69 Custom Spell System by Genisys / Guile
« Reply #3 on: September 05, 2011, 04:24:44 am »


               Anyone get a chance to look at this??

If so, care to comment about the system?
               
               

               
            

Legacy_Alphamojo

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The 1.69 Custom Spell System by Genisys / Guile
« Reply #4 on: September 09, 2011, 09:10:56 pm »


               This is great work, good amount of flexibility. I'm sure there are more things that could be added, but I'm not thinking of them atm(lol).

Anyways don't be discouraged by low response or feedback....I've seen and used your stuff on vault, it just seems to be the way of the community at times....everyone uses stuff, but rarely comment...unless you have a huge "fan" club hahaha!
               
               

               
            

Legacy_QlippothVI

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The 1.69 Custom Spell System by Genisys / Guile
« Reply #5 on: September 13, 2011, 11:25:35 pm »


               Wow! This might be useful to me, but I'm quite the scripter n00b.

Any reason you didn't just attach the download to a project page on this site? Just curious.
               
               

               
            

Legacy__Guile

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The 1.69 Custom Spell System by Genisys / Guile
« Reply #6 on: September 14, 2011, 03:18:12 am »


               

QlippothVI wrote...

Wow! This might be useful to me, but I'm quite the scripter n00b.

Any reason you didn't just attach the download to a project page on this site? Just curious.


I'm not really hip with these forums, sorry, I just post my downloads wherever, hehe..

Regardless of you being a scripting noob, all you have to do is follow the extremely detailed instructions, not tough, really.  I designed this system to be as simplistic as possible.  If you need specific scripting help with the hooking system "myhook" I'm sure that scripts on here will be glad to help.

Anyway, cheers & enjoy, if you can.. '<img'>

------------------------------------------

Please take special note that I was doing a lot of testing after I made the (gen_spell_config) script, therefore some settings may not be at default, like this one for instance...


// Set the Float Below to what % you want the Elemental Shield To Deal in Damage.
// e.g. 1.0 = Normal Damage / 1.20 = + 20 % / 0.50 = 50 % (1/2) of Normal Damage
const float FIRE_SHIELD_DAMAGE = 3.0; //Default = 1.0; (Normal Damage)

So make sure you read each control and make sure that the settings are where you want them to be!
               
               

               


                     Modifié par _Guile, 14 septembre 2011 - 02:21 .