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spellcasting framework / dead magic zones


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#1
bealzebub

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Hey, does anyone have expierence with jallaix's Spellcasting Framework and Wild/Dead Magic Zones ?
I would like to implement the wild/dead magic zones and it requires the spellcasting framework.
the spellcasting framework .hak overrides ALL standard spell scripts, and I'm a little concerned about this messing up Kaedrin's stuff.
I would like to use the dead magic zones, but I don't want to make a career out of implementing it.
Any opinions?

#2
kamal_

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Sorry, not me.

#3
Tchos

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If you just want dead magic, could you perhaps use or adapt the scripts in the OC for Duskwood Grove?  They just apply Spell Failure to the party, if I recall.
http://www.sorcerers...skwoodGrove.php

#4
Dann-J

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I looked at that system on the vault once - and ended up creating my own simplified wild magic system from scratch (using spell hooking). I've never attempted dead magic zones though.

Modifié par DannJ, 29 octobre 2013 - 11:48 .


#5
bealzebub

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Tchos wrote...

If you just want dead magic, could you perhaps use or adapt the scripts in the OC for Duskwood Grove?  They just apply Spell Failure to the party, if I recall.
http://www.sorcerers...skwoodGrove.php



That's a great idea Tchos. Dead magic is all I care about, and just using spell failure is a fair trade to not adding any more .haks.

#6
manageri

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Tchos wrote...

If you just want dead magic, could you perhaps use or adapt the scripts in the OC for Duskwood Grove?  They just apply Spell Failure to the party, if I recall.
http://www.sorcerers...skwoodGrove.php


OE's "dead" magic in that area was sloppily executed, though that may be fixable with the spellhook and stuff. It does prevent spellcasting, but not activating wands, potions, etc (though it does at least remove all spell effects you may have gained that way periodically). It also doesn't remove enchantments from items.

#7
bealzebub

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The scripts for the dead magic were area scripts, but with very little modification, they work fine with a generic trigger.
Just like manageri said, it kills buffs, and prevents spellcasting, but not activating wands, potions, etc.
It's certainly not perfect, or true dead magic, but quick and easy? Can't beat it.

#8
Dann-J

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An additional spellhook check might allow you to abort the use of most magical items in that particular area, although you'd probably lose charges on the items if you tried to use them.

My own wild magic area also picks up the use of certain magical items (as well as spell-like feats), although others slip through the cracks. From memory, I think healing kits still healed normally - but since they're supposed to be non-magical, that shouldn't matter.

Persistent feats also trigger my own wild magic process when you first enter the area. Red dragon disciples with immunity to fire, for instance, sometimes cop a magical backlash. Characters with auras also cause mayhem.

#9
1Ombra1

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I added a Dead Magic System on my PW with Spellhook.
It is based on GetLocalInt on Areas, the variables can be setted by DM also to change the area if needed.
The problem of a Dead Magic Area is the normal use of magical items such as +1 Swords. You can stop any type of spells (and spell like feats, if they have the appropriate check for spellhook in the scripts) but you can't deactivate a magical sword or armor.
There is a way I copied from nwn1 to do the thing, deleting all itemproperty from items, but for a PW it is too dangerous, if you have a crash... all is lost.

#10
Dann-J

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The area HB could apply a temporary effect to all equipped weapons in the party that have enhancement bonuses. It could check for any enhancement bonus, then apply a negative enhancement bonus of the same magnitude to negate it for six seconds. If the game crashed, or you simply left the area, those temporary item properties will just remove themselves six seconds later. The same should be possible for armour enhancement bonuses, or for ability or skill bonuses granted by equipment.

Exactly how well the game ran in that area with such an intensive script running every six seconds is another matter.

It'd be far more difficult to negate elemental damage or OnHit properties on weapons, or any other magical armour properties (elemental damage resistance, etc). At least, not without removing those properties alltogether and risking them gone for good if the game crashes, or you export a character from that area.