The goal of this project is to extend the standard Bioware/Obsidian's spellcasting system to look more PnP.
First of all, write down that this hak overrides ALL standard spell scripts, so you need to get the new version of the framework each time a new Obsidian's patch gets out. I generally update it during the week after the patch is out.
This hak is mainly intended for scripters who want to :
* Cast spells with a specific power (caster level, save DC, metamagic : silent, still and quicken are possible)
* Control the spellcasting action process thanks to events (enqueued, started, conjuring, conjured, cast, finished)
* Change a spell power before it is applied
* Use multiple metamagic features inside the same spell
* Get informations about active spells on a creature (caster level, metamagic, save DC, original caster)
* Get the real type of a spell (spell or like-like, supernatural, extraordinary, miscellaneous)
* Get miscellaneous informations about a spell (descriptor, name, spell school, sub-school, range)
* Get exact saving throws of creatures and items
* Make item cast spells with a specific power (caster level, metamagic, save DC)
* Enable/disable item properties on magical items
* Get informations about item properties (caster level, spell school)
* Get informations about items (magical or not, caster level, spell school)
* Make use of the upcoming Custom Spellbook system
It is also interesting for module builders and players who need :
* The PnP magic staff system
* The Detect Magic spell (wizard level 0) : A character detects magical auras (presence/absence, aura strength, spell school) and may even identify items.
* The Anayze Dweomer spell (wizard level 6) : Identify many items around a character or on a creature, and detect the active spells on a creature.
* The Spell Turning spell (wizard level 7) : Turn back their spells to your opponents.
* To make use of the Wild/Dead Magic zone system.
* To make use of the Custom Spellbooks system.
For more information, check the documentation available in the zip file.
I had no idea that your work included all these new spells, from the hakpack description. Can you summarize all the new spells added and include it within?
Posted by 2DruNk2FraG at 2008-07-30 22:51:34 Voted 10.00 on 02/09/08
Hmm I am not seeing where to get the Kaedrin / Reeron spells fixed for use with this, anyone have a link for this n00b? :P _________________________ Talernon3 - Age of Dragons Link
Talernon Team Submissions: Link
3C Music Compilation: Link
Posted by 2DruNk2FraG at 2008-06-22 21:59:14 Voted 10.00 on 02/09/08
Hey Jalliax,
The wild mage class is finished and it couldn't have been done without your framework. Check it out when you get a chance (link in my sig).
1.12 changed a lot of spell scripts to implement Player1's spell fixes. _________________________ My Website
Posted by ladydesire at 2008-05-11 08:40:06 Voted 10.00
@2DruNk2FraG: It will be on my download page by Wednesday.
Posted by 2DruNk2FraG at 2008-05-10 17:28:50 Voted 10.00 on 02/09/08
@LadyD -
You know, since you are doing a version compatable with Reeron and Keadrins stuff, I was wondering when/where you are going to make that available. That could be very usefull to me.
Posted by ladydesire at 2008-05-09 18:45:06 Voted 10.00
@2DruNk2FraG: I don't think those scripts have changed since the last time, so the spellcasting framework scripts for the last release should still work.
Posted by 2DruNk2FraG at 2008-05-08 07:05:32 Voted 10.00 on 02/09/08
Hey there it's me again.
In your latest update there 465 .ncs files with no .nss counterpart. If your update is organised by name these files start with nw_s1_rage1.ncs and end with x2_sp_is_sblue.ncs.
I belive that in this format the files will run in game, but if they need to be recompiled due to a custom change in one of your base files, like jx_inc_magic, then this becomes problematic.
Also, in your last version these files came with their .nss component.
Please provide a these files as I do not know which ones contain changes from your last version.
Framework (finally) updated for compatibility with patch 1.12.
@2DruNk2FraG I don't think I'll come back soon as I'm currently playing another game and enjoying it. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by 2DruNk2FraG at 2008-04-28 17:04:50 Voted 10.00 on 02/09/08
Well, it takes more time than I first thought. About 140 scripts modified between MotB 1.11 and 1.12. I progress, but slowly... _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by 2DruNk2FraG at 2008-04-24 20:44:28 Voted 10.00 on 02/09/08
It goes without saying... looking forward to it =).
I haven't been home for the last month and thus couldn't update the framework...
I PROMISE an update for the end of this week. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by 2DruNk2FraG at 2008-04-07 15:04:16 Voted 10.00 on 02/09/08
I didn't know a new patch was out !
I'll update the framework next week-end. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by 2DruNk2FraG at 2008-03-21 09:54:44 Voted 10.00 on 02/09/08
Dear Jalliax,
Please, please update your spellcasting framework to the 1.12 patch. Also, please let me know if you do not plan to do so. As you know there are some projects **cough*wild*mage*** that are heavely invested in your work. I really don't know how to say this tactfully, so I'll just say it, if you do not want to do an update perhaps you would let Shazbotion and I do it.
Posted by Shazbotian at 2008-02-19 22:50:08 Voted 10.00 on 02/19/08
Jallaix, I think I've found a bug in this thing. I don't know if this the right forum to talk about it but... If a spell is cast by a placeable (CastSpellFromLocationAtXXX), the target will not be able to resist it (or absorb it or be immune to it), because the caster object is the placeable. I've already fixed it in my version, but... also, a similar, but different, problem occurs if an AOE spell is cast by the same function; the AOECreator stores the placeable as the creator instead of the original caster. I've fixed that one as well. Should I email my version of jx_inc_magic to you or...?
Just a thing : I've been recently a bit tired of programming for NWN2. So until I come back to it, I'll simply update it for the next new patch, but there won't be new features. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by 2DruNk2FraG at 2008-02-09 00:10:43 Voted 10.00 on 02/09/08
I basically have answered my own question by now. Now I just here to vote.
The Spell Casting framework is BRILLIANT! It is making my Wild Mage class project possible.
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone