Red Carnelian Posted December 29, 2007 Share Posted December 29, 2007 Dark Side of the Sword Coast adds several innate and general purpose spells into the game that are used through creature scripts. Here's just part of the entry from the Spells.ids file: 503 INNATE_CONTROL_UNDEAD 509 INNATE_CAUSE_CRITICAL_WOUNDS 221 ACID_BREATH 222 PURGE_INVISIBILITY 223 INNATE_ENTANGLE 224 THE_SHADOW_WOLF 225 INNATE_SUMMON_GUENHWYVAR2 226 INNATE_SUMMON_GUENHWYVAR 227 INNATE_SUMMON_VAMPIRE_WOLVES 228 INNATE_VAMPIRE_TELEPORT 229 INNATE_VAMPIRE_ENERGY_DRAIN 230 INNATE_VAMPIRE_DIRE_CHARM 231 INNATE_BANSHEE_DEATH_WAIL Now I'm testing the Tutu version of DS at the moment and in the Banshee quest none of these spells listed in this format are working. Wizard and Cleric spells are fine. I noticed Some spells from BG2 are listed in a different way for similar purposes and I suspect I need to do the same. How should I handle them for Tutu? Link to comment
Nythrun Posted December 29, 2007 Share Posted December 29, 2007 Anything in spell.ids takes a four digit reference (also true in Baldur's Gate) - those, presumably, should all be 3503 INNATE_CONTROL_UNDEAD 3509 INNATE_CAUSE_CRITICAL_WOUNDS 3221 ACID_BREATH 3222 PURGE_INVISIBILITY 3223 INNATE_ENTANGLE 3224 THE_SHADOW_WOLF 3225 INNATE_SUMMON_GUENHWYVAR2 3226 INNATE_SUMMON_GUENHWYVAR 3227 INNATE_SUMMON_VAMPIRE_WOLVES 3228 INNATE_VAMPIRE_TELEPORT 3229 INNATE_VAMPIRE_ENERGY_DRAIN 3230 INNATE_VAMPIRE_DIRE_CHARM 3231 INNATE_BANSHEE_DEATH_WAIL where the initial 3 is for innate and the last three digits come from spin509.spl etc. I'd honestly not bother with the ids file at all and just write Spell(Myself,3503) and the like in the .bafs Link to comment
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