I was wondering if I could get some input on whether this is possible. What I was thinking was, remove spell selection at level up entirely, then start a conversation after level up to grant spells appropriate to the class and level?
Concept for custom spellbooks
Débuté par
Zatwu
, mars 29 2012 08:26
#1
Posté 29 mars 2012 - 08:26
#2
Posté 31 mars 2012 - 01:16
Well... it's not quite what you want, but you could use scripting and spell hooks to determine whether a spell that a Wizard has memorized can actually be cast. I.e. you allow them to select spells, but that doesn't mean they will be able to cast them right away. You can then use the conversation to change the state of the spell casting for the character.
For example, you might want to say that selecting a spell gives a Wizard some small chance of casting a spell. If they succeed, maybe the percent goes up. If they have the appropriate conversation, the percent may increase further still. &c. &c. But it would mean maintaining an array for all of the known spells on each Wizard character and tracking their states.
For example, you might want to say that selecting a spell gives a Wizard some small chance of casting a spell. If they succeed, maybe the percent goes up. If they have the appropriate conversation, the percent may increase further still. &c. &c. But it would mean maintaining an array for all of the known spells on each Wizard character and tracking their states.
#3
Posté 31 mars 2012 - 08:27
I've wondered this for a while as well, but I don't have the time to try it out. There certainly seems to be a lot you can work around by reworking the game's UI.
A looong time ago there was someone working on this, and presumably the scripts could be salvaged and updated if you wanted to put in the extra work.
See here:
Custom Spellbooks
And this is required for the above:
Spellcasting Framework
Mind you, I've only drooled over this from afar. I've never downloaded, installed, or gotten it working.
A looong time ago there was someone working on this, and presumably the scripts could be salvaged and updated if you wanted to put in the extra work.
See here:
Custom Spellbooks
And this is required for the above:
Spellcasting Framework
Mind you, I've only drooled over this from afar. I've never downloaded, installed, or gotten it working.
Modifié par Mimi Fearthegn, 31 mars 2012 - 08:28 .
#4
Posté 31 mars 2012 - 10:15
I have some things related to that in my CSL library, and hoping i can eventually get that working properly with the spell, about the only part that is completed are chat commands to list, give and remove spells but they really prove the concepts ( and develop a data layer of what spells are in effect for the given caster ).
I have really redone the spellcasting framework from scratch, and have a much more flexible system that still does all it did, but also something that performs well.
The other issue is an actual custom xml ui to do the spells if you want to recreate the current system and gain full control of everything, which needs almost database like backend features to not completely kill the engine performance wise. It's doable, but the result is just too intense without really optimizing certain areas for real world use beyond demos.
I have really redone the spellcasting framework from scratch, and have a much more flexible system that still does all it did, but also something that performs well.
The other issue is an actual custom xml ui to do the spells if you want to recreate the current system and gain full control of everything, which needs almost database like backend features to not completely kill the engine performance wise. It's doable, but the result is just too intense without really optimizing certain areas for real world use beyond demos.





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