Modifying spells & monster abilities?
ListenMirndt
Member Posts: 24
I am wondering if it's possible to modify spells? (and where to begin looking for how to do that?)
Also for monster abilities : for example, there is a monster ability which is called Hurl Rocks (which is kind of weak) I'd like to increase the damage or maybe add a Hurl Boulder ability...
I'd also like to adjust some of the spell effects : IE, premonition for example, I don't think it needs a visual effect and I'd like to disable that (that sort of thing)
Tensors transformation as another example (super over-powered) I'd like to tweak that down a bit..
any hints would be great!
Also for monster abilities : for example, there is a monster ability which is called Hurl Rocks (which is kind of weak) I'd like to increase the damage or maybe add a Hurl Boulder ability...
I'd also like to adjust some of the spell effects : IE, premonition for example, I don't think it needs a visual effect and I'd like to disable that (that sort of thing)
Tensors transformation as another example (super over-powered) I'd like to tweak that down a bit..
any hints would be great!
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Comments
Some things will be more involved than others but yes you can. There are tons of resources out there to help you out. Here are a few to help you get started, the easiest place to start for a nwn newbie modder might be some videos:
NWN Toolset Tutorial Videos
NWN Scripting Tutorial Videos
NWN University on the vault
NWN Lexicon
NWN wiki Scripting FAQ
//:://///////////////////////////////////////////// //:: Premonition //:: NW_S0_Premo //:: Copyright (c) 2001 Bioware Corp. //::////////////////////////////////////////////// /* Gives the gives the creature touched 30/+5 damage reduction. This lasts for 1 hour per caster level or until 10 * Caster Level is dealt to the person. */ //::////////////////////////////////////////////// //:: Created By: Preston Watamaniuk //:: Created On: March 16 , 2001 //::////////////////////////////////////////////// //:: Last Updated By: Preston Watamaniuk, On: April 11, 2001 #include "nw_i0_spells" #include "x2_inc_spellhook" void main() { /* Spellcast Hook Code Added 2003-06-23 by GeorgZ If you want to make changes to all spells, check x2_inc_spellhook.nss to find out more */ if (!X2PreSpellCastCode()) { // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell return; } // End of Spell Cast Hook object oTarget = GetSpellTargetObject(); //Declare major variables int nDuration = GetCasterLevel(OBJECT_SELF); int nLimit = nDuration * 10; int nMetaMagic = GetMetaMagicFeat(); effect eStone = EffectDamageReduction(30, DAMAGE_POWER_PLUS_FIVE, nLimit); ////////////// effect eVis = EffectVisualEffect(VFX_DUR_PROT_PREMONITION); //Link the visual and the damage reduction effect ////////////// effect eLink = EffectLinkEffects(eStone, eVis); //Enter Metamagic conditions //Fire cast spell at event for the specified target SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_PREMONITION, FALSE)); if (nMetaMagic == METAMAGIC_EXTEND) { nDuration = nDuration *2; //Duration is +100% } RemoveEffectsFromSpell(oTarget, SPELL_PREMONITION); //Apply the linked effect /////////// ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVis, oTarget, HoursToSeconds(nDuration)); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eStone, oTarget, HoursToSeconds(nDuration)); }Awesome!!! Thank you!!
Or is it enough to modify the spell effect source code in nw_s0_premo while editing my module?
If you make more impactful changes, your players may also appreciate if you change the spell description to match with their new effects. That would require your clients to receive custom files (.2da and .tlk) so they could see the updated description.
https://nwnlexicon.com/index.php/Lilac_Soul_-_Spell-Hooking