This is an alpha release of my common scripting library-mainly for discussion and hopefully collaboration. I am at the point where i would never release it if it was finished, and this really could be a useful base using it as is.
This was developed for DungeonEternal.com for our PW originally to bypass bugs in the scripting via complete bypassing of OEI code as much as possible.
In the process i integrated many features and ideas from the PRC, the spell casting framework, ladydesire, the work by kaedrin, and syrus greycloaks spell grimoire to make something that is really a synthesis of quite a few sources.
Now it is has been additionally developed to the point where it supports module development, and allows using simple vars in a module to override how spells work.
Caster levels not what you want, you want to have spells ALL be fire based by that fire mage, or that shadow demon you want to do negative damage with it's fire balls. You want to truly block spells, this blocks the special effects too. Or you want spells in an area to work different to support the various rules for planar travel, that is what this is being developed for.
It also has quite a few options for setting AC caps above +5, or other common things wanted on PW's.
Additional spells, yes they are in here, with many developed by Kaedrin, and Syrus Greycloak, as well as original spells by me are integrated to varying levels of completion. I've included Lady Ashura's VFX, as well as the light additions. I have done reciprocal gyre, arcane lock, chain missle. I have reaving dispel under development.
This is a collaborative release, i am not really the author of it all, and quite a bit was done by the developers of Dungeon Eternal( Seed ), by the PRC consortium, by lady desire, by kaedrin, by numerous entries from the vault for both nwn1 and nwn2.
This release is mainly for scripters, it's got known issues and it's been designed specifically to prevent exploits and make fair PVP possible, but i invite any and all who are interested to download it and take a look.
What it does is quite involved.
Common libraries ( string, math )
Descriptors support
Energy substitution
New SEFs for cones, shields, Auras, and walls of fire.
Special effect lookup functions by damage type and descriptor with support for quite a few shapes of SEF's ( cone from mouth, hand, and chest, aura, walls of fire, impact, saving throw, shield, explode, AOE ).
MVC methodology for modifying spell effects ( do logic in precast, then use vars which are picked up by the spells later, look at TG named scripts which can be put in the on enter and on exit of a trigger which allow the damaqe type to be changed inside the trigger )
Correcting bugs in NWN2 - lots of work arounds
Complete redoing of figuring of caster stats
Seed's dispel magic routine - with options to make it follow SRD rules.
Area tags that store scores to prevent AOE's from going wonky.
VisualEffects.2da revamped so as to allow more constants to work.
Lot's of options to control how it works
Integration with Kaedrins content, and lots of other third party content.
New spells, and reworking of old spells Link .
Prevention of the Spirit shaman bug which allows a 2nd level caster to get 9th level spells and the practiced caster bugs.
New effect removal routines.
Most code has been refactored and cleaned up, OEI spell scripts have been redone, and common bits of code have been moved to functions.
Known issues
Reaving does not work yet
Rabbits and triggering of encounters for teleportation is not fully working yet.
Baleful and Benign teleport are not working.
Syrus spells are semi-implemented, icons work, SEF's are being looked at, and few are really tested.
Many spells still have Dex2 specific implementations - which do not have toggles yet-need to make these only happen if preferences are set.
Using the PRC compiler, not sure what the issues are with the vanilla compiler that comes with the game.
Visualeffects.2da low resolution SEFs not working.
Still needs a lot of testing for the new spells, and probably some tweaking.
I also did not include my module event scripts, which have quite a bit of complicated code more related to cheating than anything else.
Discussion is at the citadel -
Overview
Link Metamodifier Vars
Link
The core of the library, includes a complete library which avoids almost any usage of Obsisidian libraries, has complete string support, and quite a few utility functions from all over the place.
Posted by Drammel at 2009-03-18 16:16:06 Voted 10.00 on 03/17/09
Thanks for the info. So far as my own scripts go I've got the carriage, but no horse. Or rather I want to make a lot changes to how the scripts interact to the xml side before anyone can actually get any functionality out of them. When I get around to that I definitely want to share.
Posted by Drammel at 2009-03-17 15:35:14 Voted 10.00 on 03/17/09
Wow, it isn't St.Patrick's day it's Christmas. Thanks for putting this together.
That being said, if someone wanted to send scripts to add to this, how would you prefer they reach you?
Posted by nicethugbert at 2009-03-17 03:17:01 Voted 10.00 on 03/17/09
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