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 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 on02/09/08
No rush, but a couple of weekends have passed. How's the update coming along? _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by 2DruNk2FraG at on02/09/08
Awesome! _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by jallaix at 2008-03-2603:58:23
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 on02/09/08
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. My most humble thanks, 2d2f _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by jallaix at 2008-02-2014:49:10
It would be a pleasure ! Email me at jallaix@yahoo.fr _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by Shazbotian at on02/19/08
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...?
Posted by jallaix at 2008-02-1508:28:51
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 on02/09/08
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. This increadible thorough and is a must have for anyone needing enhanced flexability for there custom spell content. _________________________ Wild Mage Class 2DruNk2FraG's Homebrew Classpack Batch Compiler for NSSCLC
Posted by Segal at 2008-02-0322:28:40
I assume I could this without the spell fixes? Looks very interesting and I have dozens and dozens of custom spells I dont want overwritten _________________________ Segal The Depths Link
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