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NWN2 SCRIPTS

- Jump to comments -
Name  Spell Points System
Author  sdawm1
Submitted / Updated  01-05-2007 / 07-24-2007
Category  Rulesets
Type  Type - Magic
Format  Code Only
Patch  1.03
Description
==================================
THIS CODE IS NO LONGER SUPPORTED
==================================

Spell Points System v1.1
==========================
This system modifies the default 'spells per day' magic system used by NWN2 into a 'spell points' magic system. Each of the 7 spell casters (not including Warlocks b/c they have unlimited spells per day) is assigned a spell point amount based on their caster levels. Each time a caster casts a spell, spell points are subtracted from the casters available spell points. Once the caster has exhausted all of his spell points for the day he is unable to cast any more spells.

Change Log
============
- v1.1
Added a custom gui window that displays the current number of spell points for the selected character. More code clean up.

- v1.051
Integrated the systme with Even AI v.07357. More code clean up.

- v1.05
Added support for custom spell point items. Items with tag ending in _spsxx (where xx is a number from 0 to 99) will add that amount of spell points to the caster. For example a ring with a tag ring_sps25 will add 25 spell points to the character.

- v1.04
Got the world map transitions to work. Got the spell points to work when the caster is contolled by the AI. Got the spell point bonuses to work at the correct level. Got the ability bonus to get the correct bonus based on the current caster level.

- v1.03
Reworked the entry points for the system. Uses ExecuteScript at the rest/cast/equip/unequip events. This should make it easier to incorporate it anywhere you like. Gives casters bonus spell points based on their ability modifier up to the level of spells they can cast. Renamed and reorganized the files and functions to be easier to read and manage.

- v1.02
Did more clean up of the UDM code. Figured out how to do the OnEquip and OnUnequip checks.

- v1.01
Moved the restore spell points functionality from the onrest script into the my_inc_spellpoints to make it easier to add the spell points system to other modules. Cleaned up the UMD script sections a bit. Figured out why the onrest script that Even uses actually works in the OC, Duh.

- v1.0 beta
Initial Release

Files

NameTypeSizeDownloads
SPS_v1.1_w_Even_AI_v0.zipSPS_v1.1_w_Even_AI_v0.zip
Submitted: 01-05-2007 / Last Updated: 01-28-2007
zip1.4Mb742
--
SPS_v1.zipSPS_v1.zip
Submitted: 01-05-2007 / Last Updated: 01-28-2007
zip1.1Mb393
--
SCORE OUT OF 10
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6 votes
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Comments (30):

1 2 3

Posted by sdawm1 at 2007-01-2007:34:34    
SushiSquid - Thanks for the feedback. I will look into both of your requests.

Posted by SushiSquid at on01/19/07
I love this so far, but I do have just a few problems with it. First of all, I'd love if you added a script that checked how many points you had left, and if it was lower than enough to cast from a certain spell level, would shut off usage of that spell level. It's not so much a problem that I have with myself as it is a problem that my companions keep casting spells that they don't have enough points left for, and so they just sit around wasting time in battle. This is something I would think would be fairly doable for you, since it just requires a script. For my other suggestion, you might need the help of someone skilled at editing the game's UI. I'd love if, right in the quick-cast menu, you could display the total number of spell points that character has left. It's hard to read how many points I have left during battle, when messages are flying by like crazy. Now that I'm done complaining about what I don't like, let me thank you for even making this at all. I fully realize that it must have taken some time to write and test scripts like this, and I appreciate your work quite a bit more than the first half of the message might suggest. ;)

Posted by Lanessar at on01/16/07
Thanks a lot. This is a pretty solid system now, and I definitely deel more builders should use it. _________________________ Lan's Placeable Groups v1.5

Posted by sdawm1 at 2007-01-1613:42:58    
You are correct it is just a recomplie of the spell scripts. I did not change any spell scripts. I just added a single line to the x2_inc_spellhook.nss. The spells needed to be recompiled to use the spellhook change.

Posted by Lanessar at on01/16/07
Excellent. I think that works just as well. So, quick question about the spell scripts included: If I decide to install the scripts in the module (rather than override), are there any modifications needed to the spell scripts themselves? It appears just to be a recompile. _________________________ Lan's Placeable Groups v1.5

Posted by sdawm1 at 2007-01-1320:27:25    
Oops... I meant to say This allows builders to make items that only give bonus spell POINTS.

Posted by sdawm1 at 2007-01-1320:23:07    
Lanessar - I think I have handled the two item features you mentioned. - I have set a config file the allows builder to control how items with bonus spell slots convert into bonus spell points on a class by class basis. By default all slot based casters do not get bonus spell points for items that add bonus spell slots. Bards and Sorcerers get bonus spell points since spell slots don't really mean anything to them. - I have added support for items that add spell points. This can also be controlled on a class by class basis. This allows builders to make items that only give bonus spell slots. It supports bonuses up to 99. Since the bonus is determined by the items tag, it can be any item adn given any other item properties that the builder wants.

Posted by sdawm1 at 2007-01-1313:41:20    
Zonzai - I am sorry to hear you are having trouble with my work. I assure you that what you describe is not how it is supposed to work. However, you have not given me enough information to assist you.

Posted by Lord_Ernie at on01/10/07
Actually, things work perfectly for me. Loading and area transitions correctly store spellpoints, and resting restores them fully, as well. There is, of course, the matter of initializing them (meaning: rest ones after installing the mod), but since it works scriptwise, there's no way around that. Great, great work, mate. I really like what the mod does, besides perhaps making the whole 'spontaneous casting' slightly less powerful (since you can basically spontaneously cast anything you memorize). Still, it replaces the memorization system gracefully, and could be used later on in making a full psionics system (not that I'm pro-psionics, but hey).

Posted by Zonzai at 2007-01-1220:15:14    
I take it back, I have to reload the whole game to get any spell points at all. Lame. I am using 1.03 and have made sure that I don't have anything overwriting your mod. _________________________ NWN2 Voting Standards - Tattoo it on your forehead. 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

1 2 3

You must be Logged In to post comments in this section.

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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