Rods of buffing and metamagic
Débuté par
Arkalezth
, avril 15 2012 05:01
#1
Posté 15 avril 2012 - 05:01
Hello. I don't lurk this part of the forums much so I hope this is the correct place to ask. I'll start by saying that I'm not a scripter and I don't know if this is even possible. If it is, let's be honest, you can consider this a shameless request, as I have no clue on how to do it myself. :innocent: To the point:
When I play spellcasters, I normally use a fast-buffing tool like the Rod of Preparation (there's another example or two out there that I can link if necessary). The problem is that it only works with normal spells, but not with extended/stilled/persisted/etc. A few spells seem to not work either, like Flame Weapon (druid spell), probably some more, but I can't remember which ones exactly. It'd be nice if those could work too, but my question is mainly about metamagic.
So, does anyone know if this is possible?
When I play spellcasters, I normally use a fast-buffing tool like the Rod of Preparation (there's another example or two out there that I can link if necessary). The problem is that it only works with normal spells, but not with extended/stilled/persisted/etc. A few spells seem to not work either, like Flame Weapon (druid spell), probably some more, but I can't remember which ones exactly. It'd be nice if those could work too, but my question is mainly about metamagic.
So, does anyone know if this is possible?
#2
Posté 15 avril 2012 - 09:58
Scripting in metamagic should be relatively doable - there are metamagic parameters in most spellscript functions - if the functions in the buffing item(s) dont use those functions - I am sure they can be modified to do so.
#3
Posté 15 avril 2012 - 10:44
Yes, not easily though.
Very hard to know if a given spell is memorized, and if it's at a given metamagic if it is known, you just kind of know it's there but don't know why it's there. Basically you can almost detect it's there except a few that always seem to say they are there.
Now if you knew a given spell was empowered, then it would be easier. Also my CSL stuff lets you set a var on the caster which makes the next spell empowered or whatever metamagic is desired. Normally i use this for global effects ( ie on plane of fire all fire spells are doubled in size and maximized or empowered, that sort of thing )
Very hard to know if a given spell is memorized, and if it's at a given metamagic if it is known, you just kind of know it's there but don't know why it's there. Basically you can almost detect it's there except a few that always seem to say they are there.
Now if you knew a given spell was empowered, then it would be easier. Also my CSL stuff lets you set a var on the caster which makes the next spell empowered or whatever metamagic is desired. Normally i use this for global effects ( ie on plane of fire all fire spells are doubled in size and maximized or empowered, that sort of thing )
#4
Posté 16 avril 2012 - 02:43
What I was thinking was to make the Buff item be metamagiced by default - not actually see if the player had that spell memorised or not.
Given that Pain affirmed the possibility I feel a bit better about saying that in my first reply.
Given that Pain affirmed the possibility I feel a bit better about saying that in my first reply.
#5
Posté 16 avril 2012 - 09:09
I see (more or less). You mention memorized spells, what about spontaneous casters (sorcerers, etc)? Any difference?
And, well, ahem... I hate to make requests, really, so sorry in advance, but if someone with a bit of knowledge ever feel like giving this a try and making it possible, I think it'd be a great addition. As I said, I'd take a look at it myself, but I'm a scripting numpty. You don't make it sound too easy so I'd understand if it never gets done in the end.
Thanks to both for the replies.
And, well, ahem... I hate to make requests, really, so sorry in advance, but if someone with a bit of knowledge ever feel like giving this a try and making it possible, I think it'd be a great addition. As I said, I'd take a look at it myself, but I'm a scripting numpty. You don't make it sound too easy so I'd understand if it never gets done in the end.
Thanks to both for the replies.
Modifié par Arkalezth, 16 avril 2012 - 04:13 .
#6
Posté 16 avril 2012 - 08:59
Ark:
Which version of the ROP are you using - I might have a go at metamagicing it...
Which version of the ROP are you using - I might have a go at metamagicing it...
#8
Posté 17 avril 2012 - 08:55
Morbane wrote...
What I was thinking was to make the Buff item be metamagiced by default - not actually see if the player had that spell memorised or not.
So, Ark,
I have looked at the scripts and I think I found where the Metamagic is determined - the easiest thing would be to set a hardcoded Metamagic type - I suppose it could be any of them but at this early stage I still havent explored the capacity of nwscript to determine separate Metamagics for each spell.
So my question is; do you just want to settle for having every spell be Persistent for instance? Or do you want to wait for the possibility of each spell having its own Metamagic? (I'm not sure I will be able to do that very quickly - at all there is alot of script to sift through)
Also - I'd imagine the original creator/editer explored that issue already but maybe....
Modifié par Morbane, 17 avril 2012 - 08:59 .
#9
Posté 17 avril 2012 - 10:49
That was quick, thanks for looking at it. The author of the RoP talks about some scripting stuff on the comments, I don't know if you've read them, or if they have any relevance about what you mention.
To answer your question, I suppose the one I'd use the most is Extend, followed by Still and Persistent (since it requires a higher level I don't reach too often).
So, if I had to choose one, I'd personally choose Extend. Of course, it'd be even better if it could work with all, but I'm not going to ask you to do it, you're already doing enough and Extend alone is a great improvement. I'll leave to you to decide if it's worth it looking at the rest.
To answer your question, I suppose the one I'd use the most is Extend, followed by Still and Persistent (since it requires a higher level I don't reach too often).
So, if I had to choose one, I'd personally choose Extend. Of course, it'd be even better if it could work with all, but I'm not going to ask you to do it, you're already doing enough and Extend alone is a great improvement. I'll leave to you to decide if it's worth it looking at the rest.
#10
Posté 02 mai 2012 - 09:27
actually...how does the game calculates dmg and duration for maximize and empower spells???
some test running in the code, max rolls for dmg ?? just curious...
some test running in the code, max rolls for dmg ?? just curious...
#11
Posté 02 mai 2012 - 10:27
Functions in the game do it which you see in each spell, it's adjustable just via recompiling the spells.
#12
Posté 03 mai 2012 - 01:32
right thx...i see it now
the coed does check for metamagic, i suppose u cant make the target run the spellscript on itself ?
while u do fakespellcast
the coed does check for metamagic, i suppose u cant make the target run the spellscript on itself ?
while u do fakespellcast
#13
Posté 27 juin 2012 - 09:28
All righty. it works!
I used spellhooking to insert the metamagic type into LostCreation's preparation struct. This means that if a module is using spellhooking already the two spellhook scripts would have to be merged ( or perhaps fallback on the original RoP ). Using the rod correctly chose an Extended Shield while the character had both extended and standard Shield spells memorized
have sent an email to LC,
I used spellhooking to insert the metamagic type into LostCreation's preparation struct. This means that if a module is using spellhooking already the two spellhook scripts would have to be merged ( or perhaps fallback on the original RoP ). Using the rod correctly chose an Extended Shield while the character had both extended and standard Shield spells memorized
have sent an email to LC,
#14
Posté 27 juin 2012 - 10:09
Wooo!!! *Hugs kevL* Does it work with other metamagics too?
About emailing LostCreation... I don't know if s/he's still around, and besides, the Vault's email system is broken, so if you sent it through there, that email will likely never be received.
About emailing LostCreation... I don't know if s/he's still around, and besides, the Vault's email system is broken, so if you sent it through there, that email will likely never be received.
Modifié par Arkalezth, 27 juin 2012 - 10:10 .
#15
Posté 27 juin 2012 - 11:23
If things continue to go as well as they did with Extend Shield, it should work with all metamagics. But i have Lots yet to do .. like make up a complete list of buff spells and try to get a comprehensive grasp of what's goin on in there. My method should deal with AoEs better because the information is being gathered at the moment of casting (so there should be only one Note instead of one for each character that got the AoE buff). Usage is slightly different and I've just got a lot of stuff to sort through -- notes are created when a spell is cast so there's got to be some sort of trigger to limit that. Right now here's what we're looking at:
1. run the 'rop' script to get the Rod (and check/set the spellhook script).
2. activate the rod on itself to get the code ready to create/accept preparations (further check/set the spellhook script).
3. cast buffs -- creates Book & Notes. (one buff-note can be added or many, add & remove notes as per v.04)
4. activate the rod again to stop creating the notes. (spells no longer activate the creation of notes, (sic)
5. Use normally.
have to remember that the spellhook script string has to be set on each module of a multi-module campaign; ie. after entering another module but before creating preparation-notes (only the Preparation of Notes requires the spellhook; the buffing sequence itself does not). So ingame info & docs have to be dealt with also,
- will look at trying to get around bCheat casting.
- not sure about Feats, not too interested in those but if it works, ok.
- will look further into casting spells on items (eg. Flame on swords, Magic Vestment on shields, etc.)
Time to kick back & watch a vid fer now ..
[ edited ] Thanks for the heads up on the email, ....
1. run the 'rop' script to get the Rod (and check/set the spellhook script).
2. activate the rod on itself to get the code ready to create/accept preparations (further check/set the spellhook script).
3. cast buffs -- creates Book & Notes. (one buff-note can be added or many, add & remove notes as per v.04)
4. activate the rod again to stop creating the notes. (spells no longer activate the creation of notes, (sic)
5. Use normally.
have to remember that the spellhook script string has to be set on each module of a multi-module campaign; ie. after entering another module but before creating preparation-notes (only the Preparation of Notes requires the spellhook; the buffing sequence itself does not). So ingame info & docs have to be dealt with also,
- will look at trying to get around bCheat casting.
- not sure about Feats, not too interested in those but if it works, ok.
- will look further into casting spells on items (eg. Flame on swords, Magic Vestment on shields, etc.)
Time to kick back & watch a vid fer now ..
[ edited ] Thanks for the heads up on the email, ....
Modifié par kevL, 28 juin 2012 - 06:29 .
#16
Posté 28 juin 2012 - 08:45
metamagics confirmed:
- extend
- still
- silent
- quicken
- persistent
Didn't check Practical Metamagics but they should be fine
k, the easy part's done
I'm having a hard time remembering to turn Preparation mode off (learning preps) but fortunately LostCreation's code does a good job heading the camels off at the pass ... will have to leave some sort of chat reminder that prep-mode is on,
- extend
- still
- silent
- quicken
- persistent
Didn't check Practical Metamagics but they should be fine
k, the easy part's done
I'm having a hard time remembering to turn Preparation mode off (learning preps) but fortunately LostCreation's code does a good job heading the camels off at the pass ... will have to leave some sort of chat reminder that prep-mode is on,
#17
Posté 29 juin 2012 - 12:36
- list of ~300 eligible buff spells done.
- ingame info touched up.
- can't seem to get around bCheat parameter for subradial spells ( short of adding lines to Spells.2da )
- have to look over feats and associate buffing still, casting on items (armor, weapons & shields)
[ edit ] casting on items nixed also; looks like Caster can't cast spells on items in a different character's inventory or slots the way I'd like ( without altering standard spellscripts ) -> onward to Feats !
am starting to see the holes, as well as places for elaboration,
[ edit ] not many holes, LC's code is so tight it's frustrating
- ingame info touched up.
- can't seem to get around bCheat parameter for subradial spells ( short of adding lines to Spells.2da )
- have to look over feats and associate buffing still, casting on items (armor, weapons & shields)
[ edit ] casting on items nixed also; looks like Caster can't cast spells on items in a different character's inventory or slots the way I'd like ( without altering standard spellscripts ) -> onward to Feats !
am starting to see the holes, as well as places for elaboration,
[ edit ] not many holes, LC's code is so tight it's frustrating
Modifié par kevL, 30 juin 2012 - 12:03 .
#18
Posté 30 juin 2012 - 02:28
heh,
just buffed a shield w/ Magic Vestment (not on the caster), bypassing target's armor and going right where it should. The caster has to prepare the Page/Note with the shield in its own inventory, but then anyone in the party can have it ... will require distributing several spellscripts, like Magic Vestment & Magic Weapon etc.
but i really wanted that one,
just buffed a shield w/ Magic Vestment (not on the caster), bypassing target's armor and going right where it should. The caster has to prepare the Page/Note with the shield in its own inventory, but then anyone in the party can have it ... will require distributing several spellscripts, like Magic Vestment & Magic Weapon etc.
but i really wanted that one,
#19
Posté 30 juin 2012 - 01:16
That's a nice addition, glad that you're making some progress, thanks for looking at it.
#20
Posté 30 juin 2012 - 09:09
am using Kaedrin's 1.41.4 includes. It affects CL, duration, & 'TargetedOrEquippedMeleeWeapon'. I hope it doesn't play havoc w/ non-kPrC installations - it shouldn't, but it might. Rather than tracing that code through i'm presently concentrating on allowing more than one item in a given character's inventory to receive the same buff-spell ... devil, meet details,Arkalezth wrote...
That's a nice addition,
[ edit ] grrr, getting an object from the string of the object doesn't work very well at all
Modifié par kevL, 01 juillet 2012 - 01:13 .
#21
Posté 01 juillet 2012 - 07:17
ok, got the same spell going onto different items in a single character's inventory or slots. Iterating casts to increment Varname up to 8. it's not so easy to tell the difference between oTarget = character & oTarget = item ... in a 12-variable struct, hehe
i hereby dub LC Master of the Struct!!!
( time to go watch the UFOs fly around ) -> tomorrow, Feats!
Ark,
do you use the Rod for feats? i don't and I'm not that good with feats, so am wondering what angle to take on them
i hereby dub LC Master of the Struct!!!
( time to go watch the UFOs fly around ) -> tomorrow, Feats!
Ark,
do you use the Rod for feats? i don't and I'm not that good with feats, so am wondering what angle to take on them
#22
Posté 01 juillet 2012 - 11:53
No, just spells normally, I don't find it so useful for feats, except maybe a couple of exceptions.
I've tried with bard's inspirations and doesn't work well there, they still take a round instead of being "cast" instantly. Divine Might/Shield work ok I think, but not something I use to memorize with the rod due to the low duration. I haven't tested it with Stormlord's weapon bonuses, but it'd be nice if it worked. Can't think of many more feats that I'd use the rod with.
I've tried with bard's inspirations and doesn't work well there, they still take a round instead of being "cast" instantly. Divine Might/Shield work ok I think, but not something I use to memorize with the rod due to the low duration. I haven't tested it with Stormlord's weapon bonuses, but it'd be nice if it worked. Can't think of many more feats that I'd use the rod with.
#23
Posté 01 juillet 2012 - 07:23
k, That gives me a clearer perspective.
I won't give feats the same amount of (my) time as spells. ( i might even take them out, but that's unlikely ). - might do away with potentially troublesome feats like Summon Companion, which'd have to be sync'd somehow with buff casts on the Companion, although just buffing a pre-summoned companion ought work fine. I may also remove short terms spells (1 rnd./ level or less ) because they're creating overhead in the spellhoook script and the rod really shouldn't be used in or near combat anyway.
( At one time was thinking of implementing a short-term buff routine separately. )
but getting to Feats, looks like it has to wait yet another day. I want to optimize the method for casting buffs on Items, which i've given a self-imposed limit of up to 8 ( due to code loops ). I discovered that the way it was yesterday, that included *all* buffs on Items in a particular character's inventory; even though it's unlikely that limit would be reached, I'm close to making it so that it's up to 8 spells of the *same* type (as many types as you like) on items in a particular character's inventory. string parsing ......
- also have to select and edit the spellscripts to which this will pertain, so far, so ok
I won't give feats the same amount of (my) time as spells. ( i might even take them out, but that's unlikely ). - might do away with potentially troublesome feats like Summon Companion, which'd have to be sync'd somehow with buff casts on the Companion, although just buffing a pre-summoned companion ought work fine. I may also remove short terms spells (1 rnd./ level or less ) because they're creating overhead in the spellhoook script and the rod really shouldn't be used in or near combat anyway.
( At one time was thinking of implementing a short-term buff routine separately. )
but getting to Feats, looks like it has to wait yet another day. I want to optimize the method for casting buffs on Items, which i've given a self-imposed limit of up to 8 ( due to code loops ). I discovered that the way it was yesterday, that included *all* buffs on Items in a particular character's inventory; even though it's unlikely that limit would be reached, I'm close to making it so that it's up to 8 spells of the *same* type (as many types as you like) on items in a particular character's inventory. string parsing ......
- also have to select and edit the spellscripts to which this will pertain, so far, so ok
#24
Posté 01 juillet 2012 - 08:07
Oh, right, summons. Animal Companion works ok and it gets buffed correctly as far as I know. Rage and Frenzy are other feats that could be memorized, though I'd likely wouldn't, again, because of the short duration. I believe druid's feats "Elephant's Hide" and "Oaken Resilience" don't work with the rod. But yeah, I'd focus on spells first.
Have you checked Flame Weapon? It doesn't work with the rod for some reason. I don't remember if there are similarly problematic spells.
Have you checked Flame Weapon? It doesn't work with the rod for some reason. I don't remember if there are similarly problematic spells.
Modifié par Arkalezth, 01 juillet 2012 - 08:10 .
#25
Posté 01 juillet 2012 - 09:06
it'll work, will make it work.Arkalezth wrote...
Flame Weapon?
can't say the same for Animal Companion though ( or summon familiar ). I have not traced the code for Feats through yet, but have noticed LC does special cases for associates. The fundamental difference is that previously effects were examined and written to Preps all at once. Preps are now being created one by one, as spells are cast. So i'm wondering, what if a buff spell for a companion goes off before the feat for the companion is triggered - there's a big non sequitur there. Once i Trace the code these things can be resolved one way or another
unfortunately I'm getting the distinct impression that many if not all the base game Feats are hardcoded (ie. not powered by spellscripts), which is very limiting unfortunately. Anyway, I really want to get this string parsing done & save the blah-blah for later





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