subtledoctor Posted August 30, 2016 Share Posted August 30, 2016 I'd like to make a variant Magic Missile spell. I have a recolored .BAM file for the animation, and I can export the Magic Missile .PRO file and make the new projectile use my new animation. But the spell itself does not appear to use the MAGICMIS.PRO; looking in NI I see that it uses "Magic Missiles 1" and "Magic Missiles 2" etc., which do not appear in the list of projectiles. I guess I could use the Force Missiles projectile from IWDEE... but I'd prefer something unique. (This mod might eventually end up on IWDEE, and then the two spells would look the same.) Link to comment
Ardanis Posted August 30, 2016 Share Posted August 30, 2016 Not in vanilla. I tried exactly the same thing once, to no avail. EE v2.0 comes with extended projectile code, so you may be able to do something there. Or may be not, I haven't really tested its capabilities. Link to comment
subtledoctor Posted August 30, 2016 Author Share Posted August 30, 2016 Well this is likely 2.0-only, so that would be okay. Is that documented anywhere? Link to comment
Avenger Posted September 1, 2016 Share Posted September 1, 2016 I think even iwdee had this feature (the force missiles are unhardcoded, you can have any number of multi missile groups), but 2.0 has slightly more projectile options. For documentation... not much, the flags are mostly the same as in gemrb, though. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.