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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 21 posts ] 
san
 
PostPosted: Thu, Sep 22 2011, 12:36 PM 

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Joined: 21 Aug 2010
Location: UK

is it possible to request custom spells, i couldnt see a guide or cost for it anywhere?

Also, something like Kelemvor's Circle (an uber turn undead feat), are things like this even possible within Amia's structure/mod?

Just wondering...

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Jes
 
PostPosted: Thu, Sep 22 2011, 12:38 PM 

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Yes to the first one. That's what the "Unique Spell" spells in-game are for.

Dunno about the second one, but I wager the best response to that is "Request it."

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Silvarus
 
PostPosted: Thu, Sep 22 2011, 12:46 PM 

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Custom spells are awesome. I have a fancy undead bashing spell on Gagis and the cool factor is totally worth the dream coin cost

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san
 
PostPosted: Thu, Sep 22 2011, 12:53 PM 

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DCs are not something i have an excess of lol.

I'l post a request when the time is right.

I was just wondering what the process was, im guessing they ahve to be PnP spells ? or is the world your oyster?

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Nivo
 
PostPosted: Thu, Sep 22 2011, 12:55 PM 

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The world is your oyster, if you have the RP backing the request.

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Dergaii
 
PostPosted: Thu, Sep 22 2011, 13:12 PM 

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The DC costs are as every scripted item based on the time invested into it.
As such a clear and fully detailed request with both rp (as always) as mechanical attributes will lessen the strain on the poor soul that has to cater your whim.


 
      
Maias227
 
PostPosted: Thu, Sep 22 2011, 13:39 PM 

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Joined: 08 Jun 2007
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What everybody else said here so I don't even have to say anything now!

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Charles1810
 
PostPosted: Thu, Sep 22 2011, 13:43 PM 

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If you want two level 9 custom spells is this possible? Either two self or two other spells? Not sure if it would only be possible for a max of 18 different spells, 2per spell level.

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PaladinOfSune
 
PostPosted: Thu, Sep 22 2011, 13:49 PM 

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No. One self-only, one ranged. Two max per spell level.

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Charles1810
 
PostPosted: Thu, Sep 22 2011, 13:56 PM 

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PaladinOfSune wrote:
No. One self-only, one ranged. Two max per spell level.


Thanks. :cry: *goes back to drawing board*

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san
 
PostPosted: Thu, Sep 22 2011, 14:02 PM 

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thanks folks, howabout if i scripted them myself lol... you think it'd be cheaper hehehehehe

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PaladinOfSune
 
PostPosted: Thu, Sep 22 2011, 14:06 PM 

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Not really, since we use our own system for neatly dealing with custom spells! It'd take me just as much time converting what you send into the system we use as it would me making it from scratch. :P

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Grymia
 
PostPosted: Thu, Sep 22 2011, 14:27 PM 

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Charles1810 wrote:
PaladinOfSune wrote:
No. One self-only, one ranged. Two max per spell level.


Thanks. :cry: *goes back to drawing board*


*patpats*

Gimme a PM Bells, curious to hear what you have in mind.

One other thing that's probably worth noting:

- In case you might end up thinking "I have a spell idea I wanna do, it's not too powerful or otherwise has major balancing factors, and is something my character would do, BUT there's no way to do it mechanically.. " then don't fret: There is more to the spells then just the stuff that's emulatable mechanically. They'd go typically under the 'PnP approval' caveat and you should get the spell itself still approved before using it even if it will do nothing in the terms of NWN mechanics, but still, don't give up on an idea cause it's not quite doable in mechanics.

(Though I wouldn't expect it to be able to react to the world in a mechanical fashion unless you had a DM overhead)

... Speaking unrelatedly of this.. Mm... *strokes chin*


 
      
TormakSaber
 
PostPosted: Fri, Sep 23 2011, 14:42 PM 

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PaladinOfSune wrote:
No. One self-only, one ranged. Two max per spell level.


More specificallly:

1 Self Only
1 Ranged (Targetted upon an target/NPC)
1 Ranged (Targetted on GROUND ONLY)

Suney will correct me if I'm wrong, but that's the absolute max.

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PaladinOfSune
 
PostPosted: Fri, Sep 23 2011, 16:33 PM 

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Well, if you want to be fancy like that, you could have several by the virtue of having one spell run if you targeted yourself via the ranged custom spell, another if you target the ground, and so on! I was just keeping it boring and simple.

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TormakSaber
 
PostPosted: Fri, Sep 23 2011, 17:50 PM 

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WE WANT OPTIONS, MR. SCRIPTBITCH

(wtf is with me this morning)

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Selmak
 
PostPosted: Fri, Sep 23 2011, 22:20 PM 

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Well in order to do that, you need to add a custom spell with each of the target types that you want. If you want to be very specific about target types, that could mean that you need to add several spells per spell level.


 
      
TormakSaber
 
PostPosted: Fri, Sep 23 2011, 23:55 PM 

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Not true! You can declare in the spellscript how it's cast based on self only or if targetting ground or etc. suney told me!

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Bini
 
PostPosted: Sat, Sep 24 2011, 0:26 AM 

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Joined: 26 Mar 2011

Is it possible to script a custom combat mode? Something that is activate-able, then persists until deactivated... Like power attack/expertise.

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PaladinOfSune
 
PostPosted: Sat, Sep 24 2011, 2:22 AM 

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Nope. Combat modes are hard-coded.

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Selmak
 
PostPosted: Sat, Sep 24 2011, 5:43 AM 

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TormakSaber wrote:
Not true! You can declare in the spellscript how it's cast based on self only or if targetting ground or etc. suney told me!


That's true, but the targettype in the 2DA also gives the player feedback about whether the target under the cursor is legal or not i.e. it greys out the cast cursor if you aren't pointing at a creature if it needs to be cast on a creature.

Which is not strictly necessary, but helpful. :)


 
      
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