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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Hello,
Casters's spellbook is completely build from scratch during the installation of the mod. Spells will depend on mage's kit and class. Spells will be read from a 2da. I'm currently working on making a good table, but I need advice or help. My current table: Class SpellLevel LevelMin LevelMax Spell mage 1 0 7 116 mage 1 0 0 114 mage 1 0 7 118 mage 1 3 0 112 mage 2 0 0 212 mage 2 0 7 205 mage 2 0 0 220 mage 2 0 0 217 mage 2 0 0 211 Class is important because fighter/mage will have different spells than a plain mage. (kit replace class for plain caster, in tp2 test) LevelMin and Max are set to get the best possible choice. (for example, a level 8+ mage won't use the sleep spell, as it is limited to low-level fights) Spells are attributed, following the order of the table. The last spell of the current spell level is repeated until all spell slots are fulled. (you can also duplicate some good spells to have more than one) Major drawback : depending on mage level, some choices might be bad unless I use extensive use of levelmin/max with duplicate spells. There are also no random selection, but this will be covered by a large selection of kits for all spellcasters. Each kit will have their own selection of spells, trying to have their own fighting style. I would be glad to hear some suggestions, advices, feedbacks, ... ![]() This post has been edited by aigleborgne: Jan 6 2006, 08:30 PM |
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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
QUOTE(Salk @ Jan 11 2006, 10:14 AM) QUOTE(Nerik @ Jan 11 2006, 08:53 AM) The Infinity Engine does allow for spells that only a specialist wizard in a particular school could cast (see the aforementioned wild mage), there just arn't any ATM. Charles There aren't any YET...But if everything works, aigleborgne will introduce wild mages too! Let's just hope there won't be particular problems arising in order to achieve this... ![]() You didn't understand the point Salk. I won't add any spells. I will only use the kit as they are at the moment. I also give kit mages appropriate spells, using schools restrictions. So an invoker will mostly use evocation's spells... Normally, it must only be one school spell / level. But it isn't logical... So I won't add in spells, but you will be able to say "oh this is a transmuter!" just by looking the mage casting his spells. It could have be done without using kits although, but it makes more sense with. I would have been happy to see kits like the one in divine remix: each kit have special school access and innates. It could be specific spells for mages. Anyway, if someday, a new mage kits addon go out (and if it is as good as divine remix), I could easily introduce them in this mod. |
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