Avernous Posted December 4, 2007 Share Posted December 4, 2007 Okay so I finally got the game to apply my Sorcerer kit to my character and I'm working on putting all the abilities into the CLAB file but I am unsure how to number them ABILITY1 ABILITY2 ABILITY3 ABILITY4 ABILITY5 ABILITY6 ABILITY7 ABILITY8 ABILITY9 ABILITY? Should the next one be ABILITY10 or ABILITYA? or perhaps something else entirely. I have never made a kit that required so many Abilities so I am unsure how to proceed. Link to comment
Avenger Posted December 4, 2007 Share Posted December 4, 2007 This is just a guess, but i see these options (in order of probability) 1. it won't work at all, you can't have more lines (80%) 2. ability10 is the next (10%) 3. the name is not important (10%) Link to comment
Avernous Posted December 4, 2007 Author Share Posted December 4, 2007 This is just a guess, but i see these options (in order of probability) 1. it won't work at all, you can't have more lines (80%) 2. ability10 is the next (10%) 3. the name is not important (10%) Actually it turned out to be ABILITYA ABILITYB ABILITYC ABILITYD but thanks for the advice anyway... Link to comment
Avenger Posted December 4, 2007 Share Posted December 4, 2007 So you say ability10 doesn't work but abilitya works? Link to comment
Caedwyr Posted December 4, 2007 Share Posted December 4, 2007 I use ABILITY1 through ABILITY48 in the Geomantic Sorcerer Kit. It is just a numbering system. Link to comment
Avenger Posted December 4, 2007 Share Posted December 4, 2007 k, then it is not important. Actually, that was my 3rd guess, and seems to be confirmed by that there is no 'ability' string in the .exe Link to comment
Avernous Posted December 4, 2007 Author Share Posted December 4, 2007 k, then it is not important.Actually, that was my 3rd guess, and seems to be confirmed by that there is no 'ability' string in the .exe yes you are right I tried ability10 and it work just fine so I guess it doesn't really matter. Link to comment
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