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detectable spells in iwd2


Avenger

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This is just a bit of a clarification.

 

It is written in the effect's description that its known values are listed in splstate.ids

 

But the code allows states up to 255, so it is possible to add even more detectable spells. (And check them from scripts using CheckSpellState).

 

So i would add this line:

You can add new spells to splstate.ids and mark them by this effect.

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This is just a bit of a clarification.

 

It is written in the effect's description that its known values are listed in splstate.ids

 

But the code allows states up to 255, so it is possible to add even more detectable spells. (And check them from scripts using CheckSpellState).

 

So i would add this line:

You can add new spells to splstate.ids and mark them by this effect.

 

Very cool.

 

Could use it to script innates which don't :( work with HaveSpell() in IWD2.

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