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New spellcasting system


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#1
BartjeD

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Release: http://neverwinterva...nt-magic-system

 

 

This project replaces the stock NWN2 magic system with a version entirely rewritten by me, Rasael. The link below will let you download a module containing a set up and working version of the system. I am releasing this now to satisfy popular demand. I have not yet had the time to write an extensive documentation or to assemble a bare bones version without the BGTSCC content attached. Documentation and a bare bone version are forthcoming however!
 
The showcase version is a copy from my BGTSCC public testing environment with the majority of scripts redacted to avoid exploits and hacks, as well as to hide the logging methods used to detect such things.
 
The conditions and requests I want to attach are that credit should be given to me and any future contributors, and that improvements to the system be shared publicly and entirely so that the community as a whole can benefit from them. 
 
Naturally you can contact me if you have any questions. For the future I am looking at refining AI use of the new magic system, and to test how it works in singleplayer modules and campaigns.
 
That's all - I wish you happy tinkering! :)
 
 
 
Ongoing development topic: http://neverwinterva...pellbook-rework
 
 
 
-----------------------
 
Features:
 
  • New real spell books for custom classes, fully customizable. See the included Archivist base class. Including metamagic options.
  • Real spell books for classes like the Assassin, Blackguard. Including metamagic options.
  • Learnable and memorizable spells are regulated via script per class. Make deity, or alignment, dependent spells, anything you can think of.
  • Introduce new metamagic kinds, such as Heighten Spell, Sacred Spell, Corrupt Spell, Reach Spell, and Shadow Weave Magic.
  • The AI is able to make use of the replacement magic system, companions and henchman can learn, memorize, and cast through it.
  • Metamagic is now more readily accessible from the quickcast interface, you no longer have to switch to different lists.
  • Spells now support a vastly expanded radial sub-option menu. Add infinite options per spell.
  • Warlocks choose from different pacts and have a pact dependent series of invocations available to them.
  • Spirit Shamans memorize spells on rest as a druid, but cast them like sorcerers. As in D&D.
  • Clerics must memorize one domain spell each spell level, if one is available at that level.
  • Wizards must memorize one specialist school spell each spell level, if a specialist school was chosen.
  • Wizards may freely select their opposition spell schools, unlike the hardcoded ones in stock NWN 1 & 2.
  • Dispels use the correct casterlevel value that the target spell was cast at, not the target's hit die.
  • Learned and Readied spells can now be adjusted via script. Want to increment a readied spell without forcing a rest? Now you can.
  • NWN 2 will no longer crash if a player character learns more than 255 spells.
  • Character spell slots will no longer errenously stack up because of a bug when repeatedly logging on to an online server.
  • Pre-existing characters are not messed up when this system is adopted, they get to pick new spells with this system.
 
Notes on the showcase module: Not everything will work because of the mentioned security redaction, and you need certain feats to access the custom classes.
 
Feats:: Order of the Bow Initiate (feat req: 2767),  Silverstar (feat req: 2652),  Techsmith of Gond (feat req: 2582),  Archmage (feat req: 2798),  Other custom PRCs (feat req: 2609).
 
To get the showcase module's scripts working in your own modules you will need to copy the spellhook and rest script from the showcase working (until the barebones version is assembled). You can do this by copying the .ncs versions of the pc_on_rest and mod_on_cast_spell scripts. The barebones package will contain the necessary code and documents on how it all works together.
----------------------
 
 
 
I want to offer a big Thank You for all the testing assistance the people at BGTSCC have been able to give me. In particular Ecypticon, IvanRus, Karond, Chambordini, Deathgrowl, and DM Mouse. 

 

 

 

 

 

https://www.youtube....eature=youtu.be

 

 

2014-august-15_00002.jpg



#2
rjshae

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I'm curious: are the 12 spell levels so you can use metamagic on the 9th level spells? Or did you add some epic-level spells?



#3
BartjeD

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In Classic DnD metamagic only works up to spell level 9 I think. The other spell levels are reserved for epic spells.

That's what this bit means:

 

"-Instead of 9 spell levels it supports 12 levels

-Allows memorization and casting of Epic spells instead of as feats"

 

The information is a bit of a jumble. But since its all script driven you should be able to just disable anything you don't like. (or add it)

 

"Its all done by script, and you can build from the examples included."

 

What I'm interested in hearing is if there is any interest in this system apart from a purely modding point of view, do you think? Could we use it to reinvent a sort of custom content pack with custom spells, and such, for NWN2? Entirely open source for the community.

 

How easy or difficult would it be to fit something like that into pre-existing modules?  Do many modules modify spell scripts?

 

One hurdle I anticipate is the AI. I think the AI won't be able to deal with it, so it won't use spells if you were to switch characters in singleplayer. 



#4
kamal_

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Since it apparently completely overrides the stock spellcasting system, custom spellcasting base classes should be possible.



#5
Happycrow

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We had a custom system that hit it from a completely different angle -- this would have made our lives a LOT easier, by being able to build directly on new foundations rather than old.  BartjeD, I've got custom classes sitting in storage right now that can't really be made use of b/c they require a PW environment with a lot of custom, professional programming I can't scratch (I can't even script to save my tail), including lots of custom spells.  If this didn't require serious scripting knowledge to mess with, but was primarily a 2da function (or came with "idiot's guide to how to make a spell in my new system"), I'd definitely put it to use.


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#6
BartjeD

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Here is the semi-final feature list,

Replacement Magic System

  • New real spell books for custom classes, fully customizable. See the included Archivist base class. Including metamagic options.
  • Real spell books for classes like the Assassin, Blackguard. Including metamagic options.
  • Learnable and memorizable spells are regulated via script per class. Make deity, or alignment, dependent spells, anything you can think of.
  • Introduce new metamagic kinds, such as Heighten Spell, Sacred Spell, Corrupt Spell, Reach Spell, and Shadow Weave Magic.
  • The AI is able to make use of the replacement magic system, companions and henchman can learn, memorize, and cast through it.
  • Metamagic is now more readily accessible from the quickcast interface, you no longer have to switch to different lists.
  • Spells now support a vastly expanded radial sub-option menu. Add infinite options per spell.
  • Warlocks choose from different pacts and have a pact dependent series of invocations available to them.
  • Spirit Shamans memorize spells on rest as a druid, but cast them like sorcerers. As in D&D.
  • Clerics must memorize one domain spell each spell level, if one is available at that level.
  • Wizards must memorize one specialist school spell each spell level, if a specialist school was chosen.
  • Wizards may freely select their opposition spell schools, unlike the hardcoded ones in stock NWN 1 & 2.
  • Dispels use the correct casterlevel value that the target spell was cast at, not the target's hit die.
  • Learned and Readied spells can now be adjusted via script. Want to increment a readied spell without forcing a rest? Now you can.
  • NWN 2 will no longer crash if a player character learns more than 255 spells.
  • Character spell slots will no longer errenously stack up because of a bug when repeatedly logging on to an online server.
  • Pre-existing characters are not messed up when this system is adopted, they get to pick new spells with this system.


#7
Loki_999

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Its something that is highly tempting. From what Rasael said, its possible to get part of the system working without massive effort and redoing all your spell scripts, but to take full advantage of all features i think he said that it would need all spells to be at least recompiled to work with it.

 

I see at least one exploit though: Spells are no longer lost on login when items get unequipped / equipped

 

So, equip an item, get your spells, then swap it out for something better. I think that needs some reconsideration.

 

As we already have quite a bit of customization on our server it would be have to be carefully investigated to check all possible impacts, and i think the same goes for any server or existing module looking to implement.

 

On the other hand though, an absolutely awesome achievement. Custom spellbooks are one thing the community has wanted ever since things started.



#8
Eguintir Eligard

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why



#9
Loki_999

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why

 

Why what?



#10
Happycrow

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EE: if you've ever truly tried to roll your own setting with multiple flavors of spellcasting, the first problem you run into is that the spellcasting system we have now is a complete straitjacket.  For instance, my old PW World of Charun has completely custom classes -- we *would* have had three additionals on top of those, but they fell apart due to precisely the issue this tries to address.



#11
BartjeD

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Yea, I imagine its a really handy solution for folks who want to go their own way. There's a lot of hardcode in the current spell book. 



#12
Happycrow

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Definitely please keep us updated!!


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#13
BartjeD

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New update: http://neverwinterva...rk#comment-7729

 

The short of it is that it looks like this system can be made to work in singelplayer and custom player made modules / campaigns. :)

 

expanded_summoning_1.jpg


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#14
MokahTGS

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Has this been uploaded to the new vault?


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#15
BartjeD

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Has this been uploaded to the new vault?

No its not done yet, and there should probably be some documentation done as well. You would like to see a prototype?



#16
MokahTGS

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No its not done yet, and there should probably be some documentation done as well. You would like to see a prototype?

I would answer yes, but I really shouldn't since my time is better spent elsewhere.  Looking forward to the finished project.



#17
BartjeD

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The custom spellcasting system is working on companions and NPCs, they are drawing their spell list from it!  :wizard:

 

http://neverwinterva...12#comment-8012

 

companion_update2.jpg


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#18
Happycrow

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Looks great.  Can't wait until we get to the "document it" stage so I can try to actually understand it.  :D



#19
BartjeD

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Youtube video posted!

 


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#20
BartjeD

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Release: http://neverwinterva...nt-magic-system


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#21
Happycrow

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Looks great. Can't wait until you have time to document for nontechies like myself to play with...will DL the module this weekend.


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#22
psiiijay

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Wow, how well does this work with single player?

2. Is this mod compatible with some new classes add-ons (like keadrin's pack)?

3. How do you add new costume spells in? 



#23
BartjeD

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I don't think it has been tried in singleplayer campaign modules. The testing module is singleplayer though. The testing mod incorporates a number of K-pack things so merging isn't an issue I think. New spells are added the traditional way, through spells 2da, but you regulate their accessibility by script.



#24
BartjeD

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System released. :)


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#25
BartjeD

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I've uploaded a script only package for builders who'd like to use it. So they dont' get lost in the module (its pretty big).

 

http://neverwinterva...e.rar&nid=14096

 

A brief explanation of the system's main files is included to get you started.


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