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Spellbook rework

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Rasael

I've polished the UI screens so they look a bit more intuitive and user friendly :)

 

New:

 

Old:

 

I've also verified that most of the system now works flawlessly with controllable companions. There are still a few bugs to adress but they aren't anything worth mentioning. This means that I am nearning the point where I will start work on the documentation so that the community will have an easy time adopting the system if it wants.... And once that's done it'll be ready for release! 

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Xerlith

I am absolutely in love with this! 
I have a few questions though:
How hard is it to add new spells to it? Do they use the same system as the old spellbook?

Do you think it'd be possible to make the Tome of Battle classes, coding the maneuvers as spells (well, more like activated feats, since they must use an attack roll and weapon damage) and refreshing the maneuvers after combat? Could it be done so an Initiator/spellcaster has only the maneuvers refreshed, not one/both sides?

(Somewhat tied to the previous one) Is theurging two spellcasting classes in one prestige possible? 

 

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Raygereio

"Do you think it'd be possible to make the Tome of Battle classes"

This might of interest:
http://neverwintervault.org/project/nwn2/hakpak/original-hakpak/tome-battle-book-nine-swords

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skyiba

I'm looking forward to this and would like to use it myself in a module im trying to build and release to the community.. Maybe even start a new server with it it eventualy.. that will be a long time away from now though..

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Rasael

Hi Xerlith,

How hard is it to add new spells to it? Do they use the same system as the old spellbook?

It works via the old system. You edit spells.2da and the TLK file. Its possible to switch entirely to script sources but I felt that would be risky, it makes it harder to switch back to the default game in case of trouble. Not to mention you'd also have to replace a lot more of the game's default functionality, such as combat messages, description and name storage, foreign language support, icon references, and more. It was simpler to keep what already works.

(Somewhat tied to the previous one) Is theurging two spellcasting classes in one prestige possible? 

You can make classes like the Mystic Theurge, yes. I have one Warlock prestige class working right now that combines Cleric and Warlock progress. You progress in invocations / spells, spell save DC, and casterlevel and such for both. You level them up seperately via the spell book UI. I wasn't planning to make a Mystic Theurge or Cleric-Wizard Theurge but I know its easily possible. The only thing it requires it adjusting the routine which determines base casterlevels in a class. If the class is set to add casterlevel(s) for other classes you'll progress in those.

Do you think it'd be possible to make the Tome of Battle classes, coding the maneuvers as spells (well, more like activated feats, since they must use an attack roll and weapon damage) and refreshing the maneuvers after combat? Could it be done so an Initiator/spellcaster has only the maneuvers refreshed, not one/both sides?

Yes you can add them like spells and determine uses per day, even make a feat which restores those uses through meditation. Or make them infinite. Or make some infinite, and some not. It would require making a new spell list for the Tome of Battle class and hooking it up in the replacement spell slot framework. 

Making a feat or spell perform an attack roll is a lot more complicated. You could use touch or ranged touch ofcourse, which would simplify it. For an actual attack roll you'd need more complicated code. I am experimenting with it at BGTSCC. Its scheduled for a release some time, if it works correctly I'll release that code and it can be used to make new spells or maneuvers then. Its not a part of this project though. :)

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Madcaddie

This is awesome any idea when it will be ready?  The hard coded limits on spellcasting classes are stupid when you can modify just about everything else.

Also can you implement different types of sorcerors such as Draconic etc, complete arcane had them from memory. 

Different shaman types would be interesting as well based on totem animals.

Warlock pacts are also in one of the source material books, I have replaced the bard with Warlock in my own game to allow limited spell slots per day, this works great except you still get the bard music feat at character creation & NPC's refer to your character as a bard in conversations, I believe these issues to be hardcoded.  Spell slots for the warlock make the class far more useful, the eldricth blast can be restricted with a cooldown time or limited uses per day as it is a feat, personally I prefer a cooldown.

Lastly I've always wanted specialist wizards to have access to all spells of their chose school including divine spells, this can be balanced by making them a higher casting level then a divien caster & restricted access to less magic schools (only the chosen specialist school has access to divine spells) with the exception of a general school comprised of mage armour, dispel magic, etc.

Can't wait until this is released!!

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Xerlith


I've been thinking of implementing most of the manuevers that need an attack roll in the same manner as boosts, that is making them a free-activation abilities that add effects on hit - IIRC there's a way to make it last only one attack. If not, there should be some kind of workaround, I think. 
And if there's not, well, then I'll be searching for a way of implementing the attack roll+weapon damage into the ability itself. :P

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Rasael

Hello everyone,

This project has all been taking longer than I had anticipated because a lot of testing and tweaking is needed to verify everything is working exactly as it should. Real life has been cycling in and out of this process, as it does.

A spot of good news is that I have added a system module supporting Warlock Pacts of different sorts (Abyssal, Infernal, Seelie, Unseelie, Chromatic, Metallic, Divine, Shadowcaster, etc.. ) each with their own list of invocations, new ones included. I have also added the spell: Any Spell, Greater Any Spell and Azuths Exalted Triad, which are part of the Forgotten Realms setting. Their spell effects affect the cleric spell list, granting a spell from the wizard spell list, and multipying one remembered spell slot three times once per day.

Friendly regards to all readers,

 

R.

 

 

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Rasael

Here is a you tube video to show the system in action. Works far better than posting more screenshots. :)

https://www.youtube.com/watch?v=Iio4oQPciz0&feature=youtu.be

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Raygereio

Neat! What was going on with the "conjure spiders" thing? 

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Tchos

It looked to me like it was demonstrating that spells can have different casting lengths, such as a 3-round action.  If that's the case, what about material components?

Tchos' Gaming and Modding (blog)  |  List of mods for numerous games
Owner of: BG1&2 Complete | IWD Complete | IWD2 | PS:T | NWN Diamond | NWN2 Platinum | DA:O | Arcanum | VtM:B | ToEE

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Rasael

Yes that's right. It didn't fire because it didn't find a proper spot to conjure 1d3 spiders, the slope was in the way. The spell script itself doesn't fire if the spell still requires multiple castings. That way it doesn't get in the way of material components. You could add a system module for that but since NWN2 was designed without it I haven't planned on coding it myself. I remember that some other folks asked about it earlier and the answer was: it can be done, and it can be done even better than with the original NWN2 spell system because you can also check for ingredients before the spell is cast / when it is selected.

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Tchos

Yes, that would be better.  The part I didn't like about the material component systems I've seen so far, and my own investigation, is that there was no way to actually stop the casting animation, effects, and voice from firing if you don't have the material components.  If you don't have the components, nothing should happen at all except to see a message stating that you don't have the necessary components.  So with this, that won't happen?

Of course, the fact that NWN2 was designed without it is the reason why I want it to be added.

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Rasael

 If you don't have the components, nothing should happen at all except to see a message stating that you don't have the necessary components.  So with this, that won't happen?

That's right Tchos. You can check for the required ingredients before the spell begins casting on the moment the targeting sequence normally starts. I may work in a rudimentary and flexible system for anyone willing to work on it. Sort of like the spellhook except that it fires earlier and checks for spell ingredients and perhaps equipped holy icons and such. Its really not that much effort, the more I think about it.

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Tchos

"and perhaps equipped holy icons and such."

Yes, definitely holy symbols as well!  Though perhaps just possessed like the spell components, not necessarily equipped.  Very good news.  :)  I would certainly be willing and able to work with the rudimentary system you may work in.

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skyiba

I would love to have this as well as any info on it when you get the chance a read me on how to implement it in a mod or even single player would be geat.. I looked at the vid you posted i didnt see lvl 12 spells any longer or my screen was just to fuzzy for me to see it. I liked the lvl 12 spell idea.. I am still waiting for you to release it so ican grab it and add it to single player games i play maybe even inspire me to build a mod with it to release to community.. i'm not fond of material component needed part though i always assumed a mage had those to begin with.. so i would likely ask for tutorials on how to edit this and list of programs needed to do so.. that way i can add new spells later on and so forth..

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Rasael
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Rasael

Update 4th of June, 2015.

  • Fixed Auto Choice tool which lets you pre-select a spell sub choice so it will be auto-picked later on.
  • Fixed issue where practiced caster was sometimes used for level-up or spell selection.
  • Added code not to apply summon buffs to spells which call, create, or animate creatures.
  • Several spell fixes, Visage of the Deity (6), Rorick's rune of Light, Gate & others.
  • Casterlevel calculation fixes for two PRCs.
  • Spells per day fix: item-spell-slots were always granting spell slots. Regardless of whether spell level was available.
  • Spell Conversion: Should now properly work for Druid, Cleric, and Archmage.
  • Heighten Spell: Non-heightened spells shouldn't gain a DC increase but can be memorized at a higher spell level.

 

Update 19th of May, 2015.

  • Fixed Warlock invocation progression when leveling up.
  • Fixed Spell and Invocation swapping during level-ups. Exploit Fix and userfriendliness fixes.
  • Fixed metamagic with the Hotbar link tool.
  • New Icons added for hotbar feats, new description for hotbar feats.
  • Added Auto Choice tool which lets you pre-select a spell sub choice so it will be auto-picked later on.
  • Level-up spell progression button is now hidden on the spellbook, unless a new casterlevel was attained for the proper class.
  • Added help messages for players to clarify how the system works.
  • Added code to have Eldritch Blast and Spear properly use selected metamagic effects (blast essences).
  • Infernal and Abyssal Pacts now give access all stock NWN2 invocations.
  • A number of other custom content fixes, for melee feats, hierophant class, and Warlocks.
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Rasael

Development is still on-going!

A lot of new content has been added, and many bugfixes have been applied. Regretably I haven't had the time to write documentation yet. If you wish to keep track of the development process you can download the public testing module at: 

http://neverwintervault.org/project/nwn2/module/bgtscc-jegs-testing-module

Feedback is welcome :)

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rjshae

I have a question for you: would it be possible to use your spellbook system to create a Mystic Theurge prestice class? I.e. a character that can rise in level of both arcane and divine spellcasting at the same time. To my knowledge, nobody has even been able to make this work in NWN2.

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Rasael

Hi rjshae,

A mystic theurge class should be a breeze to make. You can grant progression to whichever given class you wish, in whichever form you want. One class, all of them, for both wizard and cleric levels, or an entirely new spellbook. Player level-up their spellbooks seperately, via the spellbook screen for the class they have selected.

 

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honglath

Hi. I'm a silly little man with grand dreams of making a wizard monk tank that rushes 100 mobs and is the only one left standing (bloody and bruised , but wanting some more).

It worked well, except the spells part. Someone kindly indicated your presence to me and now i am here to be educated.

A wizard monk is a deadly force, not because of the (self-)imposed vow of celibacy - you're thinking of the wrong kind of wizard - but because it makes use of a wizard's lust for knowledge and a monk's quest for enlightment to gain power overwhelming.

I could make a prestige class that requires certain feats that a monk would take and give it a merger between monk and wizard progression in feats, skills and saves, but it's a pain in the butt, it might be too limited for my taste or worse, not work and i wanna know if your option is better.

 

So, custom spellcaster class needs custom spellbook.  Can it be done? Will i be able to shove 1000 spells down my enemies' throats with my bare fists or do i go back and play with a plushy?

PS: Thanks in advance for whatever answer you deem to give me.

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Rasael

Project released :)

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Lyeus

Hi there !

I've been messing arround a lot with my files recently, as I'm making a new class. (Classic, I know. A vampire. I know. Don't judge me.)
I've been recently stopped in my process by the whole "there is a define number of spell list" thing. So your work is a damn gold mine to me ! Thank you for sharing it. Plus it's a door to other parts of the code that I didn't rly came across, so I'm all exited. But I must admit I'm not that familiar with the script yet, so I'm not so sure where to start. 
I'd like to know if you did something about the documentation you talked about. If not, could you just give me some clue about how this is all linked together ? I mean I more or less know what script runs them all, but I'm not sure where it alls take root in the basic scripts. It would really help save me some time, but I think I could work it out somehow. But I may not see everything then.
My goal here is to understand how things work so I can work out a "lighter version" of this mod for my own use. (I'll share it here though, I think your project may interest everyone who plays nwn2.) I like all the possibilities offered by your mods but there are things I would have done differently. It's maybe me, but I rly like the oldschool way to lvl up. I also think whyle making available lvl 9+ spells may be interesting, I'm not sure I'de make it automatic. It allows an awesome field of new feats and spells though, like combining metamagic I've seen recently. (again, I think making this automaticly possible for everyone breaks the game).

Again thank you for sharing this =)

My cat knows tricks. Ikr

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Trinital

This is amazing - great job!

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Malcorath

Ho there how hard would it be to do something similar for NWN1 ? 

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