This package contains a custom magic system for the sorcerer class. It simulates a system where the sorcerer needs to provide a catalyst, a spark, to power the spell. This spark comes from the sorcerer's constitution. Whenever a sorcerer casts a spell, his constitution score will lower based on the caster's level and the spell's level. A sorcerer can cast unlimited spells. Only the lowering constitution restricts the number of spells he can cast. A complete rest fully restores lost constitution. Other than the changes described herein, no other changes to the sorcerer class were made.
The package contains an edited classes.2da, and the spellhook script that powers the system.
The only changes to the .2da is an overwritten row for sorcerer. No rows were deleted, and none were added. This is the SoZ version .2da. The following columns were edited:
-HasInfiniteSpells: Changed from 0 to 1.
-Dex, Con, Cha: Changed to 16, 17, 12, respectively.
-Primary Ability changed to Constitution, Spell Ability changed to Dexterity.
I originally had both primary and spell ability changed to constitution. However, once the caster started casting spells, the lowered constitution restricted what spell levels the sorcerer could cast. So, a second ability stat was needed to be kept high for the spell ability. Rather than keep the charisma stat high, along with a high constitution, I felt players would rather jack up the dexterity score.
All that is needed to get this system working is:
1: Place .2da in the override folder.
2: Place .ncs, .nss files within module directory
3: In the variables field of the module properties, put in variable
X2_US_SPELLSCRIPT within the name field, and within the valuestring field put the name of the script, mana_spellhook
4: Make sure you compile the script and save your mod
As this is written so far, this system will work only for the PC. If you wish to have this work for all NPC sorcerers also, then you will have to add this variable to all areas of your mod that you want this mana system to work: X2_L_WILD_MAGIC within the name field and 1 to the ValueInt field.
All constructive feedback is welcome.
Mokah, the scale that a sorcerer would lose constitution is adjustable. As it is right now, for example, a 9th level sorcerer could cast 3 1st level spells and lose one point of constitution.
This is done by adding a float value on the caster each time he casts a spell. Once the float value gets to 1.0, constitution is reduced by one.
By making the float values smaller, the caster can cast more spells before losing a point of constitution.
Interesting, I'm wondering if the same can be accomplished with mana items: spells use up certain amounts, and when you're out, you can't cast spells. This would be perfect for a certain chapter of a mod that's in the works.
This sounds more like a Blood Mage than a Sorcerer, but I understand the engine limitations. I'd be interested to see how this actually works in gameplay. Sorcerers are already weak when it comes to combat...having them get weaker after casting spells could make things...interesting. _________________________ Mokah - The Grumpy Strumpet || Dear Strumpet Letters|| Jabberwocky Development Blog|| Vertex I - The State of the Union ||
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