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NWN2 ORIGINAL HAKPAKS

- Jump to comments -
Name  Spellcasting Framework v1.13 (MotB)
Author  jallaix
Submitted / Updated  03-02-2007 / 05-04-2008
Category  Code Modifications
Forum Thread  Link
Patch  1.12
NWN2Game  All
Description
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.

Files

NameTypeSizeDownloads
spfmwk_override.zipspfmwk_override.zip
Submitted: 03-02-2007 / Last Updated: 05-04-2008
zip8.8Mb656
Override version with Dialog.tlk (english)
spfmwk.zipspfmwk.zip
Submitted: 03-02-2007 / Last Updated: 05-04-2008
zip1.6Mb1225
Haks, erf, tlk, and HTML documentation
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SCREENS

A half-orc cast the Dominate Person spell ...


... and is dominated by the target !





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Comments (30):

1 2 3

Posted by ladydesire at 09:56:00    Voted10.00
@Question2: Not at this point; I am planning to do those spells this weekend though.

Posted by Question2 at 2008-05-1006:57:22    
Does this work with reeron's spell fixes and new spells from Kaedrin's PRC pack?

Posted by 2DruNk2FraG at on02/09/08
@LadyD - Thanks for the info. Question - How would one know which scripts were changed in the 1.13 patch? _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC

Posted by ladydesire at 18:45:06    Voted10.00
@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 on02/09/08
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. Thanks _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC

Posted by 2DruNk2FraG at on02/09/08
Thank you very much for the update. It is really nobel of you to spend time updating something for a game you do not play anymore. Best wishes to you. Tell next patch =). _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC

Posted by jallaix at 2008-05-0416:25:02    
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 on02/09/08
Thanks for the news. I appreciate your efforts. Any chance you'll be coming back to the community more permanently? _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC

Posted by jallaix at 2008-04-2814:13:37    
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 on02/09/08
It goes without saying... looking forward to it =). Thanks. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC

1 2 3

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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

 
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