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Post by Esteten on Aug 24, 2005 16:52:36 GMT -5
Ok, can someone explain the logical thing with Scribing the Memorised Unused spells when sitting on scribe chair? An ordinary visit to an inn means that you have no spells left, and need to regain them, and when you wake up, you find all you spells will be gone by scribing them, which will force you too sleep again. I could just skp the scribing part and cast them memorised :/ Am I missing something? I'm sure I am And we do have to change all the descriptions of the spells, removing the "to a maximum of *insert number of dices* " I could voulenteer for that. I lvoe doing that kinds of things when I'm bored anyway
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Post by Griffyn Starfire on Aug 24, 2005 17:02:29 GMT -5
I think the system is to scribe your spells and use them as a backup when you are in a pickle.
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Post by Ima Dufus on Aug 25, 2005 1:05:42 GMT -5
I guess that depends on the player to some degree. In my group the wizards often have at least a few spells left over when resting. Maybe not so much at first or second level, but once you get a wider variety of spells, you don't usually come across every situation that your spells cover each day, so some of them go unused.
The idea is that you can carry forward (for a price) any unused spells from one day to another.
So if you are always using up all your spells before resting then it isn't much use to you.
On the other hand, if you usually have a few spells left over (or occasionally a lot of spells) then you can turn them into scrolls at a cheaper rate than buying them in stores. After a while you can build up quite a reservoir of spells to use during particularly tough dungeons. For example, you might need to use a bunch of elemental damage spell scrolls when going through the Nevermores, to finish off all the trolls. Or you might use your stock of Ray Of Enfeeblement scrolls when facing giants. These are the sorts of situations where you will almost certainly not have enough memorized spells to cover all the creatures, so being able to fall back on scribed scrolls is very useful.
The usefullness of this has probably been reduced with the current setup where you have to walk all the way back to an inn though. This means that you are far more likely to wait till you are out (or nearly out) of spells before heading back, or just rest in the wilderness.
Originally the scribe system was set up when my campaign had a home for the PCs that they could portal back to most of the time, with a fairly small amount of walking involved. So they would nearly always rest in their own beds. This meant they were far more likely to have more spells left over to scribe first.
As I have said in the sleeping system discussion thread, I'm not overly happy with the current setup with the inns, as most players won't use them. Something needs to be done to fix it all, but I don't know what that is. So if you have any ideas, please let me know.
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Post by Ima Dufus on Aug 26, 2005 1:36:12 GMT -5
I'd be very grateful if you wanted to do this Esteten.
I have only updated a handfull of the standard talk table strings (mostly armour related). So if you wanted to go through the spell descriptions and work up a list of those that need to be updated, that would be great. I'll warn you now though, that it might be quite a few.
I have put brief descriptions of some of the updated spells on the website (in the For Players section), so you can use this to find out exactly what those spells currently do. It isn't a complete list though (but it's a start). Not all of them will probably need updated descriptions, since in some cases the changes are minor enough.
Let me know if you want to go ahead with this, and we will co-ordinate the details. For starters I can provide an exact list of all the spells that have currently been changed.
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Post by Esteten on Aug 26, 2005 7:50:19 GMT -5
Well, since I (somehow) love these boring jobs, I'm up. I'll check the Homepage and you could send me that list of changes. Should I jsut open up a random module and change the description, or should I open a SS module?
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Post by Dolomel on Aug 26, 2005 16:57:14 GMT -5
Should I jsut open up a random module and change the description, or should I open a SS module? I think it dosen't matter, because you'll still just be exporting the files to give it to Ima.
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Post by Esteten on Aug 27, 2005 8:20:59 GMT -5
Sure. I'll start ASAP and change the desciptions then First off I'll start removing the CAP from, later on I can change the other things when IMA send me the list
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Post by Ima Dufus on Aug 29, 2005 3:29:03 GMT -5
Here is a list of all the (currently) modified spells: ID Label ImpactScript SpellDesc 0 Acid_Fog _sp_spot 6096 2 Animate_Dead _sp_summon 6098 3 Barkskin _sp_single 6099 4 Bestow_Curse _sp_single 6100 6 Bless _sp_spot 6102 7 Bless_Weapon _sp_single 6103 8 Blindness_and_Deafness _sp_single 6104 9 Bulls_Strength _sp_single 6105 10 Burning_Hands _sp_spot 6106 11 Call_Lightning _sp_spot 6107 13 Cats_Grace _sp_single 6109 14 Chain_Lightning NW_S0_ChLightn 6110 15 Charm_Monster _sp_single 6111 16 Charm_Person _sp_single 6112 17 Charm_Person_or_Animal _sp_single 6113 18 Circle_of_Death _sp_spot 6114 20 Clairaudience_and_Clairvoya_sp_single 6116 23 Cloudkill _sp_spot 6119 24 Color_Spray _sp_spot 6120 26 Confusion _sp_spot 6122 27 Contagion _sp_single 6123 29 Create_Greater_Undead _sp_summon 6125 30 Create_Undead _sp_summon 6126 31 Cure_Critical_Wounds _sp_single 6127 32 Cure_Light_Wounds _sp_single 6128 33 Cure_Minor_Wounds _sp_single 6129 34 Cure_Moderate_Wounds _sp_single 6130 35 Cure_Serious_Wounds _sp_single 6131 36 Darkness _sp_spot 6132 37 Daze _sp_single 6133 38 Death_Ward _sp_single 6135 45 Dominate_Person _sp_single 6142 46 Doom _sp_single 6143 47 Elemental_Shield _sp_single 6144 49 Endurance _sp_single 6146 50 Endure_Elements _sp_single 6147 53 Entangle _sp_spot 6150 54 Fear _sp_spot 6151 55 Feeblemind _sp_beam 6152 56 Finger_of_Death _sp_single 6153 57 Fire_Storm _sp_spot 6154 58 Fireball _sp_spot 6155 60 Flame_Lash _sp_beam 6157 61 Flame_Strike _sp_spot 6158 64 Ghoul_Touch NW_S0_GhoulTch 6161 65 Globe_of_Invulnerability _sp_single 6162 66 Grease _sp_spot 6163 69 Greater_Planar_Binding _sp_summon 6166 70 Greater_Restoration NW_S0_GrRestore 6167 71 Greater_Shadow_Conjuration _sp_summon 6168 74 Greater_Stoneskin _sp_single 6171 76 Hammer_of_the_Gods _sp_spot 6173 79 Heal _sp_single 6176 80 Healing_Circle _sp_spot 6177 81 Hold_Animal _sp_single 6178 82 Hold_Monster _sp_single 6179 83 Hold_Person _sp_single 6180 86 Identify _sp_single 6183 87 Implosion _sp_spot 6184 88 Improved_Invisibility NW_S0_ImprInvis 6185 90 Invisibility _sp_single 6187 91 Invisibility_Purge NW_S0_InvPurge 6188 92 Invisibility_Sphere NW_S0_InvSph 6189 93 Knock _sp_spot 6190 97 Lesser_Restoration NW_S0_LsRestor 6194 100 Light _sp_single 6197 101 Lightning_Bolt NW_S0_LghtnBolt 6198 102 Mage_Armor _sp_single 6199 104 Magic_Circle_against_Evil _sp_single 6201 105 Magic_Circle_against_Good _sp_single 6202 107 Magic_Missile _sp_single 6204 109 Magic_Weapon _sp_single 6206 110 Mass_Blindness_and_Deafness_sp_spot 6207 111 Mass_Charm _sp_spot 6208 114 Mass_Heal _sp_spot 6211 115 Melfs_Acid_Arrow NW_S0_AcidArrow 6212 116 Meteor_Swarm _sp_spot 6213 120 Ghostly_Visage _sp_single 6217 121 Ethereal_Visage _sp_single 6498 123 Mordenkainens_Sword _sp_summon 6220 124 Natures_Balance NW_S0_NatureBal 6221 127 Phantasmal_Killer _sp_single 6500 128 Planar_Binding _sp_summon 6501 132 Power_Word_Stun _sp_single 6226 134 Premonition _sp_single 6228 135 Prismatic_Spray NW_S0_PrisSpray 6229 136 Protection__from_Chaos _sp_single 6230 137 Protection_from_Elements _sp_single 6505 138 Protection_from_Evil _sp_single 6232 139 Protection_from_Good _sp_single 6233 140 Protection_from_Law _sp_single 6234 142 Raise_Dead _sp_single 6236 143 Ray_of_Enfeeblement _sp_beam 6237 144 Ray_of_Frost _sp_beam 6238 148 Remove_Fear _sp_spot 6242 150 Resist_Elements _sp_single 6507 151 Resistance _sp_single 6245 152 Restoration NW_S0_Restore 6246 153 Resurrection _sp_single 6247 154 Sanctuary _sp_single 6248 155 Scare _sp_single 6508 157 See_Invisibility _sp_single 6250 158 Shades _sp_summon 6251 159 Shadow_Conjuration _sp_summon 6252 160 Shadow_Shield _sp_single 6253 164 Slay_Living _sp_single 6257 165 Sleep _sp_spot 6258 166 Slow _sp_spot 6259 171 Stinking_Cloud _sp_spot 6264 172 Stoneskin _sp_single 6265 174 Summon_Creature_I _sp_summon 6267 175 Summon_Creature_II _sp_summon 6268 176 Summon_Creature_III _sp_summon 6269 177 Summon_Creature_IV _sp_summon 6270 178 Summon_Creature_IX _sp_summon 6513 179 Summon_Creature_V _sp_summon 6509 180 Summon_Creature_VI _sp_summon 6510 181 Summon_Creature_VII _sp_summon 6511 182 Summon_Creature_VIII _sp_summon 6512 185 Time_Stop _sp_single 6517 188 Vampiric_Touch _sp_single 6519 189 Virtue _sp_single 6520 190 Wail_of_the_Banshee _sp_spot 6521 191 Wall_of_Fire _sp_spot 6522 192 Web _sp_spot 6523 193 Weird _sp_spot 6524 194 Word_of_Faith _sp_spot 6525 354 Eagle_Splendor _sp_single 6526 355 Owls_Wisdom _sp_single 6527 356 Foxs_Cunning _sp_single 6528 357 Greater_Eagle_Splendor _sp_single 61918 358 Greater_Owls_Wisdom _sp_single 61918 359 Greater_Foxs_Cunning _sp_single 61918 360 Greater_Bulls_Strength _sp_single 61918 361 Greater_Cats_Grace _sp_single 61918 362 Greater_Endurance _sp_single 61918 363 Awaken _sp_single 6529 365 Ultravision _sp_single 6531 366 Destruction _sp_single 6532 368 Ice_Storm _sp_spot 6534 369 Energy_Buffer _sp_single 6535 370 Negative_Energy_Burst _sp_spot 6536 371 Negative_Energy_Ray _sp_beam 6537 375 Evards_Black_Tentacles _sp_spot 6542 376 Legend_Lore _sp_single 6543 377 Find_Traps _sp_single 6544 414 Divine_Favor _sp_single 54 415 True_Strike _sp_single 509 416 Flare _sp_single 510 417 Shield _sp_single 513 418 Entropic_Shield _sp_single 521 421 Camoflage _sp_single 1064 424 Acid_Splash _sp_single 1496 431 Inflict_Minor_Wounds _sp_single 1570 432 Inflict_Light_Wounds _sp_single 1571 439 Electric_Jolt _sp_single 1857 440 Firebrand x0_s0_firebrand 1890 447 Isaacs_Lesser_Missile_Stormx0_s0_missstorm1 2375 448 Isaacs_Greater_Missile_Storx0_s0_missstorm2 2376 449 Bane _sp_spot 2664 450 Shield_of_Faith _sp_single 2665 452 Magic_Fang _sp_single 2669 456 Expeditious_Retreat _sp_single 2676 483 Invisibility NW_S0_Invisib 6187 521 Horizikauls_Boom _sp_single 3866 522 Ironguts _sp_single 3868 524 Mestils_Acid_Sheath _sp_single 3872 534 Shelgarns_Persistent_Blade _sp_summon 3740 536 Deafening_Clang _sp_single 3751 543 Ice_Dagger _sp_single 3766 549 Glyph_of_Warding X2_S0_GlphWard 3784
The ID column is the SpellID, and the row number within spells.2da. The ImpactScript column is the name of the script (from ss_base.hak for builders) that has the current implementation. The SpellDesc column holds the talk table entry ID for the spells description within the dialog.tlk file. You don't need to open any module at all. All of the description strings are stored in the dialog.tlk file (in your NWN directory). You can find the ID from the spells.2da file (in the "SpellDesc" column). It would probably be best if you extracted the spells.2da file from the ss_base.hak file (just use the standard nwhak.exe program in the NWN/utils directory). Now you can't actually edit the dialog.tlk file directly. What you will need to do is copy each of the standard strings into a new entry in the ss.tlk file and modify it there. You then need to set the SpellDesc ID to the new entry in ss.tlk plus 16777216. It would probably be best if you started the new descriptions at ID 28001 (using 28000 to say "IDs 28000 to 28999 reserved by Esteten"). So the description in entry 28001 would have the value 16805217 in the associated SpellDesc field. To actually edit the talk files there are assorted tools on the vault. Just pick one(s) that you like. I can check which ones I use tonight if that will help. Alternately it might be easier to just edit an XML file directly using a text editor and then import it in one go into ss.tlk. Up to you. That was a pretty brief overview of what needs to be done. Obviously you can ask me for the details on anything that doesn't make sense.
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Post by Esteten on Aug 29, 2005 8:02:07 GMT -5
Ok. Opened up both tlk's. copied in all the spells, and changed them in the tlk. Now I only have to change the spelldesc to: "the string number in the .tlk + 16777216?? Otherwise I think I've got it, starting right off
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Post by Esteten on Aug 29, 2005 9:29:07 GMT -5
After I while, I saw that alof of the spells had no changes, or changes that I wasnt aware of, and wasnt on the homepage.
Is there anyway there could be a list for this, or souhld I post al the spells that I dont know what to change on?
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Post by Ima Dufus on Aug 30, 2005 0:39:43 GMT -5
That's great work. Good job.
If you are at all curious about that number, it is to do with how NWN differentiates the custom talk table (ss.tlk) from the standard one (dialog.tlk). Basically any integer ID that has 0 in the top byte uses the standard table, but anything with a 1 in the top byte uses the custom table. The decimal equivalent of a 1 in the top byte is 16777216. So anything below that is a standard string, anything equal or above is a custom string.
In a lot of cases the only real change is to the spell save DC (which is now based on caster level rather than spell level), plus some standard changes to the spell system (like how to determine the effective caster level). When it comes to the actual spell effects they are the same.
Well the list is nominally that one on the website, but since it takes time to go through the scripts and write up the descriptions, I have only done a subset of them.
If you could remove from that list I sent you all of the ones that I have already described and post the (shortened) list back here, I will go through the scripts again and try to do the rest.
Thanks again.
P.S.: There are some details for a few spells that I didn't put on that page, so you might have to re-edit a few. For example, although you still only get 1 magic missile per two levels, I gave the caster effectively a free level. So instead of getting your second one at level 3 you get it at level 2 (and then the next at level 4, etc.). Same sort of deal with a lot of the other damage spells, such as Ray Of Frost (ie. you start with 2D4 instead of D4) or Fireball (ie. you get 1D6 per level on top of a starting D6). It just makes the difference between first and second level a little less extreme.
These are the spells that get a "free level":
Burning Hands Call Lightning Chain Lightning Fireball Fire Storm Flame Lash Lightning Bolt Magic Missile Negative Energy Burst Negative Energy Ray Ray of Frost
There should probably be others, but that is it for the moment.
I hope that made sense.
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Post by Esteten on Aug 31, 2005 16:46:58 GMT -5
So you mean that fireball does 2d6 at first lvl, and 3d6 at second? Same goes for the others?
I'll change the desc, of all the spells that's described on the Website, and Leave all the others. I can send you my custom .tlk and i've named the spells that I dont know what to change or if the description is alloved (had to change some of them more than others)
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Post by Ima Dufus on Sept 1, 2005 0:34:27 GMT -5
Yup, that's correct.
Just put it in the "For Ima Dufus" folder on the FolderShare when you are done, and either post back here or PM me when you do. Don't forget to also include the modified spells.2da file.
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