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| Custom spells or Feats https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=61121 |
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| Author: | san [ Thu, Sep 22 2011, 12:36 PM ] |
| Post subject: | Custom spells or Feats |
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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| Author: | Jes [ Thu, Sep 22 2011, 12:38 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | Silvarus [ Thu, Sep 22 2011, 12:46 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | san [ Thu, Sep 22 2011, 12:53 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | Nivo [ Thu, Sep 22 2011, 12:55 PM ] |
| Post subject: | Re: Custom spells or Feats |
The world is your oyster, if you have the RP backing the request. |
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| Author: | Dergaii [ Thu, Sep 22 2011, 13:12 PM ] |
| Post subject: | Re: Custom spells or Feats |
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. |
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| Author: | Maias227 [ Thu, Sep 22 2011, 13:39 PM ] |
| Post subject: | Re: Custom spells or Feats |
What everybody else said here so I don't even have to say anything now! |
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| Author: | Charles1810 [ Thu, Sep 22 2011, 13:43 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | PaladinOfSune [ Thu, Sep 22 2011, 13:49 PM ] |
| Post subject: | Re: Custom spells or Feats |
No. One self-only, one ranged. Two max per spell level. |
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| Author: | Charles1810 [ Thu, Sep 22 2011, 13:56 PM ] |
| Post subject: | Re: Custom spells or Feats |
PaladinOfSune wrote: No. One self-only, one ranged. Two max per spell level. Thanks. |
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| Author: | san [ Thu, Sep 22 2011, 14:02 PM ] |
| Post subject: | Re: Custom spells or Feats |
thanks folks, howabout if i scripted them myself lol... you think it'd be cheaper hehehehehe |
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| Author: | PaladinOfSune [ Thu, Sep 22 2011, 14:06 PM ] |
| Post subject: | Re: Custom spells or Feats |
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. |
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| Author: | Grymia [ Thu, Sep 22 2011, 14:27 PM ] |
| Post subject: | Re: Custom spells or Feats |
Charles1810 wrote: PaladinOfSune wrote: No. One self-only, one ranged. Two max per spell level. Thanks. *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* |
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| Author: | TormakSaber [ Fri, Sep 23 2011, 14:42 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | PaladinOfSune [ Fri, Sep 23 2011, 16:33 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | TormakSaber [ Fri, Sep 23 2011, 17:50 PM ] |
| Post subject: | Re: Custom spells or Feats |
WE WANT OPTIONS, MR. SCRIPTBITCH (wtf is with me this morning) |
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| Author: | Selmak [ Fri, Sep 23 2011, 22:20 PM ] |
| Post subject: | Re: Custom spells or Feats |
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. |
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| Author: | TormakSaber [ Fri, Sep 23 2011, 23:55 PM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | Bini [ Sat, Sep 24 2011, 0:26 AM ] |
| Post subject: | Re: Custom spells or Feats |
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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| Author: | PaladinOfSune [ Sat, Sep 24 2011, 2:22 AM ] |
| Post subject: | Re: Custom spells or Feats |
Nope. Combat modes are hard-coded. |
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| Author: | Selmak [ Sat, Sep 24 2011, 5:43 AM ] |
| Post subject: | Re: Custom spells or Feats |
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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