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Read Magic

Posted: Sat May 06, 2006 9:17 pm
by Inaubryn
Whatta y'all thinkin' about implementin' this spell if it's not in? For example, you could have it apply to scrolls and spell books. Scrolls which are found and spellbooks found, stolen, pilfered, or taken would essentially be unidentified. Read magic would simply cast an identify spell, but would only ID items with a specific tag. Otherwise the un-ID'd description would simply say, you cannot read the writing in this book/scroll.

Thoughts?

Posted: Sat May 06, 2006 9:31 pm
by Ronan
I would have to be implemented a different way than you describe, but it would be possible.

We'd have a "magic scroll" item, with a local variable attached which indicated which spell was on the scroll. When the scroll was used, the PC would attempt to Id it with a spellcraft roll (or without one, if he is currently under the effect of a read magic spell). If successfull, the "magic scroll" item would be replaced by a identified scroll of the correct type. The same could be done with potions.

This system would also have to convert all potions and scrolls to this unidentified type as PCs aquired them, so they'd be identifiable to DMs (on creatures and in the creator).

A better system to ID items might be possible, but if the game engine does not allow unidentified items to be equiped, it would also be more than a bit unfair.

Also, there probably isn't enough manpower to implement all these cool little systems. If anyone wishes to assist, of course me or Cipher would be happy to talk them through the basic layout of our ACR2 plans, and how we want systems organized, etc.

Posted: Sat May 06, 2006 11:22 pm
by Spider Jones
If we decide to do this with scrolls it should be done with potions as well, potions found are not always auto-IDed, Spellcraft DC 25 to ID a potion.

Posted: Sun May 07, 2006 12:15 am
by Inaubryn
Ronan wrote:I would have to be implemented a different way than you describe, but it would be possible.

We'd have a "magic scroll" item, with a local variable attached which indicated which spell was on the scroll. When the scroll was used, the PC would attempt to Id it with a spellcraft roll (or without one, if he is currently under the effect of a read magic spell). If successfull, the "magic scroll" item would be replaced by a identified scroll of the correct type. The same could be done with potions.

This system would also have to convert all potions and scrolls to this unidentified type as PCs aquired them, so they'd be identifiable to DMs (on creatures and in the creator).

A better system to ID items might be possible, but if the game engine does not allow unidentified items to be equiped, it would also be more than a bit unfair.

Also, there probably isn't enough manpower to implement all these cool little systems. If anyone wishes to assist, of course me or Cipher would be happy to talk them through the basic layout of our ACR2 plans, and how we want systems organized, etc.
I'm willin' to help out, thought my tech saavy pales in comparison to that of a monkey's. So here's lookin' at you kid.

Posted: Mon May 08, 2006 5:35 pm
by ç i p h é r
I think it's best to try and work with the actual items. That way, an identify spell or a merchant/sage can identify those items for players as well.

One such solution would be to attempt the identification OnItemAcquired. Limits on retries could be tracked on the player making the attempt. An alternative would be a spellcraft widget targetting the item on which to attempt the check. This would be a good solution if we have other uses for spellcraft in the game.

Posted: Mon May 08, 2006 6:51 pm
by Ronan
The problem with working with the actual items is making them unidentifiable via the lore skill. The lore DC is based on item cost, so potions are usually easy. We could maybe edit a 2da to keep any items from being identified without code of our own (the proper spells and/or SC rolls), but that could be unfair to players if the game will still disallow PCs to use unidentified items.

And the prospect of drinking unidentified potions with uknown effects can be interesting.

Posted: Mon May 08, 2006 6:57 pm
by ç i p h é r
Ronan wrote:And the prospect of drinking unidentified potions with uknown effects can be interesting.
Most definitely. It's a hideous shortcoming in NWN1.

You're badly hurt and in dangerous territory. The only thing you have left is this golden colored potion in your pack you've been unable to identify. You need an edge....but will this help you or put the last nail in your coffin?

Posted: Sun Jun 18, 2006 4:58 pm
by Gelcur
This maybe a crazy idea but why not implament the actual knoweldge skills and get rid of lore all together. Make new Bardic Lore skill which = the bard's level + Int? Make some global scripts that will Id magical items with the right skills and magics cast and make appraise ID non-magical items.

It was hard to do this NWN1 because we had already people with Lore skill points and they would need to rebuild but if we are starting fresh and we forsee this why not do it right?

Posted: Sun Jun 18, 2006 7:35 pm
by Ronan
Gelcur wrote:This maybe a crazy idea but why not implament the actual knoweldge skills and get rid of lore all together.
Thats a given, we are of course going to add all 3.5 skills immediately.