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> Specialist Wizards
Galactygon
post Jul 13 2005, 03:18 PM
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Unfortunately, I just realized it wouldn't be possible to apply the spell immunity selection menu to conjurers while randomizing the monsters for non-conjurers. That is, I haven't figured out a way to bypass this yet unless I delve into .bcs and .dlg files. And I dislike using them in spells; they make the game quite dirty.

-Galactygon


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Baronius
post Jul 13 2005, 03:45 PM
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Too bad, I would have loved that feature.

However, the final question of my previous post still remains valid. I suppose you didn't plan such changes, but I ask it anyway (i.e. more creatures of the same, but of a bit weaker type -- instead of one strong. E.g. 6 ogrillons instead of 1 ogre).
I know that in BG2 ogrillons/ghouls are too weak, but in the later stages of the game, ogres/ettercaps aren't better either. 6 ogrillons have more total HP than an ogre anyway, so they are better in holding up the enemy. (And the player will rather summon Elementals and Planar creatures to assist him).

It's much nicer/more esthetic when a wizard summons 5-6 nice ogrillons/ghouls/etc. than one unlucky ogre, isn't it?


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Galactygon
post Jul 13 2005, 04:33 PM
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That would be like merging the different levels of Monster Summoning; in Lost Crossroads, Monster Summoning spells summon a random number of monsters per casting of a random type.

Most of the monsters summoned at a particular level of Monster Summoning are about the same in power. The difference is some monsters prove to be more useful in some situations and less useful in other situations.

There will be no "one powerful creature" or "many weak creatures" as there were in BG2; it is a random number of a particular type of monster.

-Galactygon


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Baronius
post Jul 13 2005, 07:56 PM
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It is even better than what I originally suggested (or asked). thumb.gif
(By the way, I didn't want to merge any spells, I was talking of a spell in one particular level, concretely about the 5th level MonSum III, but it could have been any level.)


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igi
post Jul 13 2005, 08:25 PM
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QUOTE(Galactygon @ Jul 13 2005, 03:18 PM)
Unfortunately, I just realized it wouldn't be possible to apply the spell immunity selection menu to conjurers while randomizing the monsters for non-conjurers. That is, I haven't figured out a way to bypass this yet unless I delve into .bcs and .dlg files. And I dislike using them in spells; they make the game quite dirty.

-Galactygon

You could check for when the spell is memorised (have spell, or just set a local) by a conjurer in the dplayer scripts, and then remove the spell and give an alternative spell.

Or, seeing as you seem to be modifying .ids files, give the specific.ids a use, and use it to track kits (or perhaps just use 1 value for 'I am a conjurer' for PC's), and then use eff targetting when giving the spell.


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Galactygon
post Jul 13 2005, 09:06 PM
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QUOTE

You could check for when the spell is memorised (have spell, or just set a local) by a conjurer in the dplayer scripts, and then remove the spell and give an alternative spell.


That only works for innates, not for wizard/priest spells. Speaking of which, I implement this method for the memorized extra innate spells the conjurer may cast once per day.

QUOTE

Or, seeing as you seem to be modifying .ids files, give the specific.ids a use, and use it to track kits (or perhaps just use 1 value for 'I am a conjurer' for PC's), and then use eff targetting when giving the spell.


Unfortunately, that will not work very well. Monster Summoning I-VII summons random monsters and has a casting time of a particular value. When applying the spell immunity menu, the spell should be cast instantly (even if the game is paused ~ see Nahal's Reckless Dweomer). I cannot have the spell be cast in the same manner as the former for conjurers, while keeping the normal casting time intact.

-Galactygon

This post has been edited by Galactygon: Jul 13 2005, 09:06 PM


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Kalindor
post Jul 14 2005, 12:30 AM
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How about a reduction in casting time of conjuration spells for conjurers, which would sort of symbolize the lack of fiddling with spell components? biggrin.gif
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Galactygon
post Jul 14 2005, 03:13 PM
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That would be even harder to implement than allowing conjurers to pick their monsters.
Otherwise, your idea would be the closest to AD&D.

-Galactygon


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Galactygon
post Jul 15 2005, 03:34 PM
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Hmm... I think I found out a way to allow conjurers to pick their monsters; it does require a great deal of work, but I am used to working with 235 effects in 40 extension headers. smile.gif

I will write an explanation for mainly my own benefit (I usually forget procedures quite quickly) or for any modder wishing to make such an attempt:

1.) When scribing a scroll, conjurers scribe a different spell than non-conjurers (determined by some value in the specific.IDS, as igi indicated).
2.) When picking a spell at the beginning of the game, conjurers pick a different spell than non-conjurers (this could be done by excluding the regular monster summoning to conjurers and the special monster summoning to non-conjurers via school exclusion flags).
3.) The special monster summoning spell the conjurers pick/scribe is exactly identical to the normal monster summoning spell, except at level 17, the conjurers may pick the creature they may summon via spell immunity menu.

This should theoretically work, and the only possible shortcoming I can see is the conjurer may scribe scrolls repeatedly (and thus gaining EXP), even if (s)he has the spell. In ToB, you can erase and re-scribe your spells, so it will not make much of a difference anyway.

-Galactygon


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igi
post Jul 15 2005, 06:13 PM
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QUOTE
This should theoretically work, and the only possible shortcoming I can see is the conjurer may scribe scrolls repeatedly (and thus gaining EXP), even if (s)he has the spell. In ToB, you can erase and re-scribe your spells, so it will not make much of a difference anyway.


You could work around this, with script and spells (it would be hacky, but I think it could probably work), but, as you say, there's little point, as the exploit exists anyway once you install ToB.


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Daeva
post May 4 2006, 10:06 AM
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Generally I would agree with the specialist mage kits, however, I would argue that Nalia wouldn't be an abjurer since it means she cannot use illusions and, to be fair, why would a thief dual-class to a mage that cannot improve on thieving abilities (ie invisibility) it does not make sense in a role-playing way.

Personally, from the descriptions you have given - I would say that she suits a diviner better with find traps / non-detection. But that may be just me . . .
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Galactygon
post Jun 8 2006, 07:58 PM
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Forgive me not replying - I have not noticed this until now.

Abjurers are known to be thoughtful, giving, well-mannered, and like to protect weaker members of the society. Nalia fits all these traits, and would suit her character quite well. Not to mention that in terms of combat stats, she is a weaker version of Imoen. Thus, giving her this kit would also make her more unique. Her previous class as a thief signifies the innocent times spent sneaking around the kit (didn't Imoen do this back in Candlekeep?), while her mage kit represents her maturing and going back as an adult to defend her lands. So in a way, her dual-classing signifies her transitioning into adulthood. I would argue that her "chaotic good" alignment represents her lack of experience and her lack of ability to agree with the Amnish society.

Nevertheless, I will make kitted NPCs optional components, in case people don't like what I'm doing.

-Galactygon


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Daeva
post Jun 21 2006, 11:17 AM
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QUOTE(Galactygon @ Jun 8 2006, 07:58 PM)
Abjurers are known to be thoughtful, giving, well-mannered, and like to protect weaker members of the society.

Right, I didn't know this - I'll agree that fits her personality well then, though you may want to make it clear for those of us who never played PnP and wouldn't know something like that . . .
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Galactygon
post Jun 21 2006, 10:26 PM
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PnP or not, it would make sense anyway. smile.gif

-Galactygon


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