Spell Additions - 3.5 Summon Creature

New models, textures, & integration of 3rd party content.

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ç i p h é r
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Post by ç i p h é r »

Yes. Look inside the UI\default folder in your NWN2 install directory. In there you'll see all the GUI files the game comes with. The ingamegui.ini file defines the screen names that you can use to launch standard GUIs and the files that contain the GUI definitions. Here are the relevant entries I think:

SCREEN_SPELLS_QUICK=quickspell.xml
SCREEN_SPELLS_KNOWN=spells_known.xml
SCREEN_SPELLS_MEMORIZED=spells_memorized.xml

The files listed above are the ones you should examine. I hope this is what you were looking for.
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bartleby
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Post by bartleby »

Holy crap that saves me a ton of work and makes so much sense i feel dumb for not realizing its in there hehe. Thanks man.
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Post by ç i p h é r »

Just a word of caution though. Don't modify the default GUI files. Copy them to the override folder and edit them there. You can test them easily that way without altering the defaults.

It's been a while since I've played with the GUI - and things may have changed since - but modifying the default files might break updates or simply cause your changes to be overwritten on updates. One of the two. Probably the latter.

I should have mentioned this in my first post.

Looking forward to seeing what you do with this. Good stuff.
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Post by bartleby »

Just a quick update to get suggestions and feed back and to make sure I dont go off on a tangent that turns out to be a bad idea and also to try to make sure that the system is exploit proof. A lot of this is probably redundant but i dont have a lot of time to post.

So far the system i have going allows for a player to cast as many 3.5 summoning spells as they have memorized but will only allow the player to have a limited number of summonings active at one time. For example if a player has say 6 summons active and the cap is 8 and he casts a spell that ends up summoning 3 more the first creature he summoned will be unsummoned, and the three new ones will be summoned.

Resting unsummoning works via the on rest trigger and will unsummon all creatures summoned.

Spell duration is done via attaching a summoning duration variable on the summoning of a creature and checking and updating (via on heart beat) a existence time variable on the creature. When the existence time == the summon duration time the creature destroys itself and is unsummoned.

I will also attach a condition to the on heartbeat that will destroy the creature if it cant find its master.

Right now i have all the visuals done for the creatures with the exception of a few invisibles that are buggy and i plan on working on tehir stats and abilities as per d20.

If anyone can see anythign dangerous im doing or a better way of doing it or any ideas or anything theyre very welcome.
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bartleby
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Post by bartleby »

Summonings vs Ogres.

http://www.youtube.com/watch?v=8Rgrw4WfIAs

All thats left is to finish making up 6 lvl 9 creatures and it should be ready for beta testing though i have no idea exactly how to do that Im horrible with mod to hak stuff.

Oh yeah i need to make sure that it removes all residual summonings too there was a left over spider that im not quite sure how it was left there.
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Post by bartleby »

Working version posted to the DM FTP

Includes full support for summonings 1 - 9

all monsters 1 - 4 or 5 should be fully done with the exception of lantern archons needing to have their default scripts set properly (found this bug last night)


dont have much time ... Ill post more later.
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Teric neDhalir
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Post by Teric neDhalir »

Thank you!
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Post by AcadiusLost »

I'll see what I can do about getting this integrated and testable.
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Post by White Warlock »

Bartleby, are these spells influenced by the extension feats?
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bartleby
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Post by bartleby »

Currently extension doesnt work im afraid. Ive been meaning to get it in but for the sake of expediencey I thought that it was close enough...

Realy all that would need to be done to make it work is detect if the player wants to try to cast a spell extened (add a check box with a var that toggles on and off to all the Spell selection GUI Screens and pass it into the script) and make sure that they have the ability to do that (by checking for the meta magic extended tag) after that just have the script have a check to multiply summoning duration set on the creature by two if all the conditions pass.

Right now other wise its working well enough to get in game if people would like it.
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Post by ç i p h é r »

FYI. I've asked ayergo if he'd be interested in using the BG beta server as a test bed for this to help us work out any bugs in advance of a live roll out.
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Re: Spell Additions - 3.5 Summon Creature

Post by bartleby »

http://nwvault.ign.com/View.php?view=NW ... ail&id=135

This is another pnp summoning mod ... If alfa wants to try to use a pnp summoning mod to gain publicity we might want to hurry ...
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Re: Spell Additions - 3.5 Summon Creature

Post by PensivesWetness »

Somehow, i doubt any battling cast would consider fiendish halflings dangerous.... unless they have pink hair...

or act even remotely like muggles...

question: do you pick what type you want prior to casting or during the act (kinda dicey. it would mean you should familiar with the abilities of all the various types you could summon. can you script it so you summon what is allowable? such as what limits clerics follow based on alignment/deity alignment?
<Gebb> ok, what does it mean to be "huggled"? <spidroth_esq> Something terrible. <Squamatus> buggered <Dran> sodomised <Squamatus> by an acorn on a stick <tresca> LOL <Gebb> that didn't help <alynn&gt
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bartleby
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Re: Spell Additions - 3.5 Summon Creature

Post by bartleby »

You select which creature you want to summon just before summoning via a Gui Selection screen you have to select the spell level and from there you get your choices you can summon from any list from the level spell you are casting to level 1 ...

I could script something allowing and disalowing creatures based on alignment or allow anyone to summon anything and tie it into alignment but I was of the opinion that leaving that to dms... lot o work
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Re: Spell Additions - 3.5 Summon Creature

Post by AcadiusLost »

Apologies for both this and ALFA books lying fallow for some time now, I'd had a volunteer who was going to integrate them who seems to have been long since tackled by the RLmonster. I'll see if I can't nudge these into motion again, as both are fantastic additions to our world.
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