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January 2013 Custom Content Challenge: Spells and Spellcrafting


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#76
henesua

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Awesome, Pstemarie! You could create a book item and paste the story into the description of the book.

#77
Pstemarie

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Its kind of long - 3 typed pages

#78
The Amethyst Dragon

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Pstemarie wrote...

Its kind of long - 3 typed pages

I like the story idea.  It could just be a long book, or a few books (part I, part II, part III).

#79
Pstemarie

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The Amethyst Dragon wrote...

Pstemarie wrote...

Its kind of long - 3 typed pages

I like the story idea.  It could just be a long book, or a few books (part I, part II, part III).


Yeah its kind of exploded on me - expanded to 12 pages and still going strong with no immeadiate end in sight. :wizard:

It does have a title though...Of Forges, Squirrels, and Wizards.

#80
henesua

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This gets better and better! Perhaps you need to use one of those huge tome placeables for this story. (with scripting that changes the description, based on which page is open.... If you want I'll write this script for you.)

#81
The Amethyst Dragon

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bad post, nevermind

Modifié par The Amethyst Dragon, 13 janvier 2013 - 07:32 .


#82
Rolo Kipp

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<trying in vain...>

What this page needs is a few screenies! :-)

Posted Image
The default mounted familiar takes spirit form and crawls up the masters back.

Creepy, aint it?

<...to make the bird jealous>

#83
henesua

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I dg it, Rolo. I am excited about hooking that into the work I am doing.

For Innocuous Familiars, I added Viper familiars, and streamlined how the familiars progress. Nothing photogenic enough for a screenshot, but still very cool. The latest demo module is available for download. Since I was testing the progression of the familiars I also included a level up device in the module. Enjoy.

I've also posted the stats of the familiars I have made so far as a project discussion thread.

Explanation of what's under the hood:
Streamlining the progression of familiars enabled me to reduce the number of blueprints required for each familiar by more than half. Innocuous Familiars now uses inherently less resources than the standard method of creating familiars. And the more familiars you make, the more efficient it is relative to the standard.

Example, I have only created 4 familiars for levels 1-20. The standard system would require 80 creature blueprints. No matter how many fmailiars you make, Innocuous Familiars only requires 20 creature blueprints. Each Innocuous Familiar requires 7 skins for levels 1-20. And I have made 7 creature weapons. So I am using 55 blueprints for everything. The standard method uses more just for the creature blueprints.

Why have I bothered with efficiency? Admittedly my first pass at this was a resource hog. And I couldn't figure out how to put all the creature items in an inventory using the toolset. So I decided to be smarter about the way that I apply the familiar's properties to their skin. Skills and Spell Resistance are handled by a script drawing upon ifamiliar.2da, a new 2da I made for this system.

This has another benefit. Its much easier to create new familiars and customize them with 2da edits.

Modifié par henesua, 13 janvier 2013 - 11:34 .


#84
Sir Adril

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Oh, that's neat, making it easier to create and customize new familiars using a new 2da. I dig that! :D

#85
henesua

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INNOCUOUS FAMILIARS
Updated to Beta 6.
The project now contains hooks to the Community Patch's spell system.

Prior to this update the feature's Spell Sharing, and Cast Master's Spell did not function at the proper spell level, and ignored metamagic. The Community Patch's spell system enables this to function properly.

If you don't have the Community Patch installed nothing is changed. Shared Spells and any Master Spells cast by the Familiar will simply be cast at the wrong level. BUT if the Community Patch is in place, these features will take advantage of it.

Anyone that wants to test this out, I would appreciate it.
The module, HAKs and TLK are available.

#86
henesua

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 INNOCUOUS FAMILIARS
Updated to Beta 8.

Posted Image

I am working on Imp Familiars as an example of the special familiars builders can create with this system. As it turns out they are more involved than I anticipated. So please consider the Imp a work in progress at this time.

New features in this update to accommodate Imps.
  • Since Bind Familiar is likely to be treated hostile by most creatures with intelligence over 5, I have introduced a means for something like an Imp to be negotiated with. In the module I gave the caged imp a conversation to demonstrate how this works.
  • Potential familiars can be considerd "aligned". If unaligned, the familiar takes on the master's alignment at the moment of being bound to the master. (Thus alignment can diverge over the course of play). If aligned, the familiar keeps its alignment at the moment it is bound by the master. You can make of this feature what you will. But I do plan on intoducing a feature which shifts the master's alignment toward their familiar in particular circumstances, and perhaps vice versa. I'll introduce toggles to make this optional.
  • I've added some new feats and item property bonus feats. Only the Familiar Magic Missile works at this point. At present the Magic Missile feat has unlimited uses, but I am working on a means to tie it and other familiar spells to a persistent spell pool stored on the master, and refreshed with each rest.
  • I've also added a "PACKAGES" column to ifamiliar.2da. I am playing around with the idea of giving a familiar a levelup package should a builder want to play with these. This would enable a builder the option to reduce all familiar blueprints to a level one creature, but still enable them to advance in various classes as they level up just as henchman do in the original campaign. I don't have much use for this feature yet and so haven't implemented it, but again would like feedback on the idea.
Should anyone want to test this out, I would appreciate feedback.
The module, HAKs and TLK are available.

#87
MerricksDad

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loving the new familiar content!

#88
Sir Adril

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That familiar alignment thing is cool. With the way it can diverge over play, clever module writers may account for such a thing and include a couple of events triggered by the alignment of both master and familiar getting too far apart.

#89
henesua

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 I wanted to let veryone knwo that after testing I determined that trying to use a PACKAGE to LevelUp a familiar won't work. Th only associate type that you can level up via script (as far as I can tell with vanilla NWN) is a henchman.

Here's a very poorly written explanation of my findings. (Sorry about teh writting. In a bit of a rush.)

Pasted from the discussion thread since you can't link to specific posts in a discussion:
One interesting development. I was able to add the familiar as a henchman to the party in the onspawn event, and it immediately switched from being a familiar to a henchman. And once it was a henchman I could level it up. Unfortunately it could not be possessed nor could it be converted back to a familiar, not as far as I can tell. Incidentally I am testing all of this in the same OnSpawn event.

Also, it was interesting how the Summon/Unsummon familiar icon behaves. I put the Summon Familiar Icon in the quickbar. And I summoned a familiar by clicking on it. The icon per usual, immediately became an Unsummon icon. When the familiar became a henchman, the icon remained an Unsummon icon, but no longer functioned to unsummon the creature that was now a henchman. In fact it didn't appear to do anything. Then I went back to the class menu to get at the icon, and the Summon Familiar icon was available there. I had an Unsummon Icon in the quickbar and a Summon Icon in the class menu. Using the class menu I could summon another familiar. The quickbar Unsummon Icon remained. I tried clicking on it again, and it unsummoned the familiar. (The second summon was not able to be added as a henchman since I already had the maximum alotted henchman with the module settings and so it remained a familiar and behaved like one.)

Interesting behavior to say the least.

But... you can't level up familiars like you can henchmen. And converting them to a henchman will enable the master to summon another one, unless I shortcircuit the thing via script... which is possible. BUT you can't unsummon the henchman with the same toggle, and I have no way of accessing a script which captures the player's clicking the unsummon button. If I did I think I could make this work, but this is a vanilla NWN project, so no engine HAKs to get around hardcoded limitations.

#90
MerricksDad

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@henesua

I'm just thinking out my pie hole, but can't you possibly get around the whole built in familiar concept and its drawbacks by simply scripting it all as spells and monster scripts. Yes you lose the ability to possess your familiar, but it opens up exponentially more things you can do with familiars.

Just as an example, I'm working on some master-minion scripts that make minion type characters follow the commands of any master-flagged entity of the same faction within reasonable distance and of appropriate level and intelligence. I realize its much easier to script monsters this way than players because for players it requires a lot more "button" slots be used up and for monsters its all just scripted in.

Do you think it would be reasonable to abandon a broken wooden wheel when a new steel one is available with a little work? It would however (maybe) require modification of 2da files, including new feats, spell lines, and removing others, such as summon familiar. I also assume the familiar picker screen would still exist in the level-up wizard. I know all that goes against the need/want to conform with vanilla settings, but then again, I'm not of the mindset that vanilla settings are even worthwhile :)

Another thing I am working on is 4th edition variations of flaming sphere, spiritual hammer, and summoned monsters, where the objects behave as a creature and take commands from their owner. These work exactly (well kinda) the same as my master-minion scripts, and so require a bit more from the caster.

Yeah I hate vanilla. I'm more of a chocolate guy myself.

#91
MerricksDad

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henesua wrote...
This has another benefit. Its much easier to create new familiars and customize them with 2da edits.


I think this kind of stuff is far too little explored and made use of. I'm totally into making a bunch of new 2da's anytime it suits me better than inscript arrays and the like. Oh! And radial subspells are my best friends!

#92
henesua

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MerricksDad wrote...

I'm just thinking out my pie hole, but can't you possibly get around the whole built in familiar concept and its drawbacks by simply scripting it all as spells and monster scripts. Yes you lose the ability to possess your familiar, but it opens up exponentially more things you can do with familiars.


To some extent that is what I am doing, but I am preserving the ability to possess familiars. Its just too much fun to adandon. Plus there is some benefit to having the ASSOCIATE_TYPE_FAMILIAR to draw upon rather than search through which of 50 henchmen the familiar is supposed to be. (I've enabled 50 henchman per character in Arnheim :) )

That said I agree with you and am putting a back door in my system that will enable a builder to run any script they want OnSpawn when the fmailiar is summoned. I think with some creativity I'll have the "Henchman" version of a familiar working pretty well. It won't be for this release, but its an idea I've been considering, and Rolo seems really interested in it too. So this kind of henchman would need some really great scripting to get it to do what it needs, which is I think what you are alluding to above.

But already, I've made familiars dynamic. They no longer depend upon the creature blueprint. All of their abilities could be added via script if you wanted. The only thing I haven't been able to do is control leveling up. Essentially the familiar's hitdice equals that of the wizard or sorcerer class level of the PC summoning them. I think thats a small problem at this point. I do have a means to work around it... converting the familiar to a henchman, and placing a control on further uses of the summon familiar ability. Unsummoning the henchman however would have to be specially scripted with a new Radial Feat ability that dynamically shows up and goes away. I haven't created this, but its totally doable.

In the meantime I think I'm on the downslope of this project. I've got starting familiars, and advanced versions of them that must be bound during play, and now I am almost complete with special famliars - magical beings like Imps and Pixies that have spell like abilities. Just about wrapped with that. I think its gonna be a great addition. But we'll see if anyone else uses it.

I will be.

#93
henesua

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INNOCUOUS FAMILIARS
Updated to Beta 9.

Imps are now (more or less)  feature complete.
  • Sticky: the Imp cannot be exchanged for another familiar (unless the builder provides a means to do so)
  • Aligned: the Imp retains its own alignment
  • Special: A special (and customizable) block of OnSpawn code executes for the Imp. I used this code to set up Spell-like abilities for the familiar and Alignment adjustment for the master.
  • Spell-like Abilities: Magic Missile (level 1), Invisibility (level 5). These are new versions specifically for familiars, behave as spell-like abilities should instead of spells, and can be dynamically added and removed by script. They are used from the class radial menu. New VFX's were cobbled together from existing resources to improve the experience.
  • Spell Pool: Spell-like abilities draw upon a spell pool which improves as the familiar advances. The Spell pool can be linked to any ability, and any skill. Charisma and Spellcraft are the defaults. The Spell pool is refreshed on rest, and if a spell requires more than the pool contains, the spell fails. A new VFX (using existing resources) was added for the failure effect.
A great deal of other improvements were made, but its all under the hood. The scripts are clean, well commented, and all the labels for functions, variables, and constants should clearly describe their purpose. I've also begun laying the ground work for converting the familiar into a henchman but retaining the familiar features of this system for them (eg. Spell Sharing, Master Benefits, Cast Master's Spell). This included making a Familiar class as well as script work. Next I need to tweak the Summon and Unsummon Familiar abilities so that they will work as needed to call and dismiss your familiar (henchman).

Why am I bothering? Well in order to make a Pixie (a creature that can open locks and disarm traps) I've recognized that it has to be a henchman and given the key skills, Diasable Traps and Open Locks,  by leveling up the Familiar. I am not sure that I will bother to implement this feature. Its a great deal of work, and I'd like to start polishing this system up for release with additional spells, some new conversation files, the ability to define the conversation file in the 2da, and complete the Mark Target/Spell Target features so that magic-users can use locations marked by their familiar as target locations for certain spells.

Modifié par henesua, 21 janvier 2013 - 12:07 .


#94
MerricksDad

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Loving the idea of marking areas using your familiars. It sounds like what I did with teleportation flags and persistent zone spells I did a few years ago.

I'd also like to mention that my spell FX project probably won't be released in time for the deadline, however it will be released just shortly after and that is good enough for me. Having a deadline was useful. I've been commenting on the topic over on the vault (still getting used to links on here so I hope this takes...):

nwvault.ign.com/View.php

#95
henesua

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Nice pics of those beams. I haven't had a chance to try them out, but the screenshots look great. You should post some here too. It'll liven up this bunch to blast em with a beam or two or four.


It is interesting that you should bring up the spell targeting thing. The Mark Target feat I've given to familiars has evolved this week. Rolo inspired me to turn this into part of a Spell Focus system. The result is to change how the spell targets are stored, managed, and used. Rather than storing the targets in a database and using them through a dynamic conversation, the spell target is now stored in an item that I call a Spell Focus. Here are some of the evolving details:
  • Now when a familiar uses Mark Target on a location or a creature, if the target is marked successfully, then a Spell Focus item is created in the familiar's inventory.
  • Despawning a familiar will wipe any Spell Focuses from its inventory. (While I could easily implement a persistent inventory for familiars, I think it is better this way as it forces the familiar to actually bring the familiar to their master without the luxury of despawning if they are in a tight spot.)
  • Typically a familiar can carry only one Spell Focus at a time. If any are in their inventory when they are marking a target, the old Focuses are replaced by the new one.
  • The Spell Focus has a record of the type of target (location, NPC, or PC), and the relevant target information for that type.
  • To get the Spell Focus from their familiar, the Master initiates a conversation with their familiar and has an option to retrieve a Spell Focus.
  • To use a Spell Focus, cast a spell on it. This is picked up in the spell hook, and if the spell is appropriate for this use, then the spell will reach the target. Presently I am only implementing this for Bestow Curse, and Dimensional Portal. If I have time I will add it to more spells.
In related news:
I'm currently copying Arnheim's version of Dimensional Portal and adapting the spell to work in any environment.
  • This spell creates a pair of linked portals. One portal is spawned near the caster, the other shows up at a distant target in the same area - one that is identified with a Spell Focus or by typical spell target selection.
  • Using a portal transports the user to its twin. If the caster uses a portal, they are also transported, but the spell will end 6 seconds later - the portal collapsing upon itself. Otherwise any number of characters can use the portal, and travel back and forth.
  • Maintaining the portal requires concentration. If the creator casts a spell it will collapse upon itself.
  • Dispel Magic may destroy it if a dispel magic check succeeds.
  • Otherwise it collapses upon itself if the caster leaves the area. (I handle this with a heartbeat, but am considering replacing the heartbeat with a spell duration. The advantage of the heartbeat is that the caster can maintain the portal until they leave, use it or cast a spell. The disadvantage is the extra overhead of a pair of iterating heartbeats checking to see if their creator is still in the same area.)
If anyone wants to contribute a new portal placeable for this challenge, I would love to collaborate with you. Having an animation where the portal collapses upon itself over the course of 6 seconds would be awesome! (A slow closing animation). In Arnheim I use the CODI portal, but having an additional one with a different look for the CCC would be a nice contribution to the community.

#96
henesua

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 INNOCUOUS FAMILIARS
Updated to Beta 10.

Meta Target is complete. The feat enables creation of a spell focus.
Bestow Curse (lvl 4) will work on a Spell Focus.
The new spell Dimensional Portal (lvl 5) will also work with a Spell Focus.

To use a spell focus you target it with the spell. The target stored in the Spell Focus will be used. If the target is innappr0priate the spell will fail.

I also abstracted out customizable functions from the main include. So if I ever release an update you won't lose your unique Master Benefits, Special Familiars etc....

I intend to work on polishing at this point and wrap this up. Polishing includes rounding out existing offerings as well. I want to include a few more spells for example.

Modifié par henesua, 25 janvier 2013 - 03:20 .


#97
MerricksDad

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henesua wrote...
This spell creates a pair of linked portals. One portal is spawned near the caster, the other shows up at a distant target in the same area


I'd made a spell series like that!

One of them made a portal exactly as you mentioned (minus the closing on area leaving), within visible range, cast as a spell.

Another spell stored a position reference you target with the spell (on the character, probably not a good idea), and a secondary spell created a trigger to take you to that other location via portal (one way). It worked across area boundaries too since I stored the area reference on the character. I bet you could get it to work across servers with a little work and address storage. My goal was to do Diablo-style town portal, plus everquest style bind points, as well as incorporate all the 4e class and racial teleportation. I also wanted to do Final Fantasy style Escape and Warp spells that take you either up one level of a dungeon, or to the top of a dungeon.

I had 4e hop skip and jump spells too, with and without teleport puff graphics for ethereal, shadow, fey and just a magic door image. I even had a set of boots enchanted with the short range teleport and filled my areas with impassible tiles that only teleporter folk could get past. It really pissed off some of the players...but I liked it. So anyway, I laid down this floor emitter, similar to summoning diagrams in bioware's texture packs. I WAS going to make the thing a placeable you could target to do things with, like cast anti-teleportation spells at, or simply dispel, but I didn't get there. What I wanted to do was make wide chasms with stone towers just within spell range So you could teleport across in multiple hops, yet fill the area with other mayhem that made it difficult.

The only thing I was having trouble with at the time was the fadein/fadeout of models when you use some effects. I need to get those out again and work on them!





I'd also like to mention I finished an initial version of my beams tool on NWVault. Its not exactly as planned, and still a big WIP. ( nwvault.ign.com/View.php ) First, I need to buy a new mouse, I think I clicked this one to death! Third one in 3 years. :(

It does not include everything I had intended to put in it, as I got sidetracked with my project to clone a lot of bioware infinity engine spell effects. I'll hack my meteors out another day, and I can always release the bookshelf's I was going to put out later with the Dungeon Keeper tileset.

I also put my greasemonkey project up on creative commons license so I have more time to work on NWN stuff next month!

#98
henesua

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Merrick, those teleport effects sound awesome. ...

Do you have any interest in sharing them? :)

#99
henesua

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INNOCUOUS FAMILIARS
Updated to Beta 11.

11 is the last Beta and I would appreciate beta testers to take it for a spin.

I also included Rolo's Mounted Familiar VFX HAK because it was required by my second demo module which showcases integration between his VFX and Innocuous Familiars.  As soon as he releases another HAK on his project page, the included HAK will be obsolete. Consider yourself warned.

(Rolo - let me know if I overstepped here, and I'll remove your HAK from this beta release.)


Next Steps:
I am now working on documentation, and need to assemble an ERF. I'll power through this so that I can send this in and move on to other things. BUT I would appreciate feedback from beta testers and will make last minute changes if necessary.

Incomplete:
I did not change the AI appreciably, nor the familiar's conversation, nor did I create a demonstration of a "henchman" style familiar. I appologize about that. But I can always go back to those items later if anyone is interested.

For now I am more interested in seeing if there is interest, and how the system stands up to use by other builders.

#100
henesua

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INNOCUOUS FAMILIARS

Posted Image

BIND FAMILIAR : my take on the 1st edition Find Familiar spell. The VFX could be much better. The solicitation still stands, requesting help with VFX etc.... (Version 2 can make its way to the vault someday yeah?)

VERSION 1 OF THIS PROJECT HAS BEEN WRAPPED AND SHIPPED.

Yes I wrapped up early rather than drag out bug testing this week. Sorry to reneg on my offer to respond to bug testing before release. If you do find issues wth the CCC version and you actually want to use this thing just send me a note, and I'll help you out.

Now I am too eager to get to the Adventure Building Challenge to work on familiars one more day.

Modifié par henesua, 29 janvier 2013 - 02:22 .