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> Spellbook's creation
aigleborgne
post Jan 6 2006, 08:28 PM
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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, ... smile.gif

This post has been edited by aigleborgne: Jan 6 2006, 08:30 PM
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Salk
post Jan 7 2006, 02:53 AM
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I think this idea is really nice...To give feedback I think we should just need to try how it works though! happy.gif
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Baronius
post Jan 7 2006, 03:48 PM
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I don't have time to check those tables and such, but I've always found it wrong that Specialists don't have special spells. The restricted school alone is a ridiculous and weak idea.


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Mental harmony dispels the darkness.
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Rabain
post Jan 7 2006, 05:28 PM
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I've always thought that the specialists should be just like kits, they should have their own unique spells and also have disadvantages too (such as limited acces to other spell schools spells).
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Nerik
post Jan 11 2006, 08:53 AM
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Well, Wild Mages get a few spells that only they can cast, and the Wizards Spell Compendium introduced the concept of 'Restricted' spells that were only available to particular sub-sets of wizards (such as specialists in a particular class). Unfortunately, most specialist don't get any such spells, while Necromancers got a large number mellow.gif

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
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Salk
post Jan 11 2006, 10:14 AM
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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... happy.gif
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aigleborgne
post Jan 11 2006, 03:30 PM
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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... happy.gif

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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NiGHTMARE
post Jan 11 2006, 05:09 PM
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You may be interested to know that Arcane Remix is currently in the works. See here for more info (note: requires G3 registration).

BTW, the project could do with another spellmaker or two smile.gif.
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Salk
post Jan 11 2006, 06:38 PM
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NiGHTMARE,

I had already informed aigleborgne of Arcade Remix of course! How could I not do it ? wink.gif

aigleborgne,

sorry for the misunderstanding here but I knew you were not going to add new spells! tongue.gif I didn't mean to say that! I just meant to say that there will be kitted mages and among them wild mages too in Enhanced Creatures.

Did I understand wrong ? wub.gif
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