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Modifying Spells


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#1
PhasePryde

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Hi there.

I would try myself on scripting NWN2 and have not much experience.

I would like to alter the spell system a bit. Rather then having a certain amount of per day usage of spells i would like to make spell levels have a cooldown. Spells of spell levels 1 should have a cooldown of 5 turns...level 2 spells should have 10 turns cooldown bevor being able to use...etc. Just to get a rough idea of what i'm trying to do.

I would also like to set specific spells to a special cooldown counts, ignoring the main cooldown setting (spell level).

If a spell is on cooldown a spell of the same level that hasn't been used should still be usable (no global cooldown)

Can anyone guid me through this. I really have no experience in scripting and really non with NWN2..just some minor programming knowledge.

#2
Morbane

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This seems more like a custom content thing.

One way I can think of, to give every spell in the game a cooldown, would be to re-write every spell as a feat - because, afaik that would be the most stable way. Writing a script IS possible, ie to accommodate all the spells (arcane or divine) and hook them together, but I believe that would require a great deal of scripting, and would be more prone to bugs.



Either way - I believe that it is a cool idea - but a potentially huge undertaking.



You might want to consider options to simulate the cooldown and the removal of the need to re-memorise spells. ie all arcane casters are sorcerers and all divine casters are favoured souls - but with unlimited spells per day - provided they had a chance to cool down. Is that the direction you are going?


#3
PhasePryde

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Yes thats the way i'm going. Making them a feat isn't a bad idea but then i'd have to rewrite more than just the spells i suppose but i have to take a closer look at the whole stuff because you can take feats with level up.

But in generall spells would be unlimited and only have individual cooldowns that will be detemined by spell level. If i suceed i'd try to change things like "quicken","still" and "silent" feats to modify the cooldowns or even have Intelligence value have an impact on spell strengh and cooldown. I just want to try to make casting a bit more fun without unbalacing it.

If i can achieve a cooldown that is measured by rounds, spells would "regenerate" slower in combat but far faster outside of it.

That's what i'll try to make in the end but first things first Image IPB
Have to try to change atleast 1 spell for now. If that works i'll gladly rewrite every spell in the game Image IPB

#4
PJ156

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Interesting idea,

How might it interact with resting? If resting passes time then cooldown is no different to empty spell book at enemy and rest. However if resting is instantaneous then only hit points are regained. spell use become tactical as it should be. However it could also become very dull if you have to travel to a safe rest point to pass those turns. you can fit a lot of dungeon crawling in 10 turns so you end up resting in real time which would be a pain.

Of course. If you did the same with hp's i.e. a form of regeneration modified by con and class then you change the whole dynamic of the game.

PJ

#5
M. Rieder

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It's interesting that this thread just turned up because for the last few days I was mulling over a system of spellcasting that used a form of arcane energy. I was thinking that the spirit energy GUI from MoTB would be a good way to measure a caster's ability to cast spells.

#6
PhasePryde

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PJ156 wrote...

Interesting idea,

How might it interact with resting? If resting passes time then cooldown is no different to empty spell book at enemy and rest. However if resting is instantaneous then only hit points are regained. spell use become tactical as it should be. However it could also become very dull if you have to travel to a safe rest point to pass those turns. you can fit a lot of dungeon crawling in 10 turns so you end up resting in real time which would be a pain.

Of course. If you did the same with hp's i.e. a form of regeneration modified by con and class then you change the whole dynamic of the game.

PJ


Spell cooldown will have nothing to do with resting (if i manage to do it). Resting will be only for regaining health/stats etc. just like always.
I suppose resting will somehow have an effect on the cooldowns because it passes time but shouldn't be bad either.

I always thought that someone who reached Level 20+ would be able to cast more than just a few fireballs because normaly by then you are considered something like a powerfull archmage.

If i get to the point where i made spells run on cooldowns i could try to link the system together with something that simulates mental weekness. If you overdo it with casting to much in a short period then you feel the mental stress of casting and get weeker and have the need to take a rest at some point or make coldowns a tad longer to simulate that you suffer from such a weekness...there are many possibilities to make casting a bit more interessting.

Either way imho it's far more fun to let the player choose if he really pushes his caster to the limits in dire situations or not.

This ideas are taken from a different pen and paper game "The dark eye" http://en.wikipedia....ki/The_Dark_Eye
It's similar to AD&D with a bit of different casting system. Although it features mana as source i'll pass on the mana system but take the system that makes you weeker if you cast far to much in to short time.

In "the dark eye" you could faint or even die if you drain your complete mana in to short time or even push it into one big spell because it stressed your mind and body too much. On the other side you never where limited to a certain usage of spells per day what gave you more freedom.

Because you would need to make some kind of mana potions if you use mana for spells i passed on this system and came up with the idea to just make individual cooldowns and maybe link it to some kind of debuff to make you weeker if you overdo it but i'll see how it works if i get to this point.

Modifié par PhasePryde, 30 décembre 2010 - 07:26 .


#7
PhasePryde

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M. Rieder wrote...

It's interesting that this thread just turned up because for the last few days I was mulling over a system of spellcasting that used a form of arcane energy. I was thinking that the spirit energy GUI from MoTB would be a good way to measure a caster's ability to cast spells.


It sure is an interessting form of casting