the bigg Posted April 25, 2005 Share Posted April 25, 2005 I don't know if this is old news, but this action seems to work. I tried it with innates, and the creature this action was used on lost all instances of that spell, but regained them at waking up. Is this the same way RemoveSpell works? Haven't tested with priest/wizard spell, but I think the TOB developers forgot to add to action.ids, so I believe it may be noted. Link to comment
SimDing0 Posted April 26, 2005 Share Posted April 26, 2005 ~0x00A1 SpellCastOnMeRES(S:Spell*,O:Caster*)~ ~0x0091 SpellCastRES(S:Spell*,O:Object*)~ ~0x00A6 SpellCastPriestRES(S:Spell*,O:Object*)~ ~0x00A7 SpellCastInnateRES(S:Spell*,O:Object*)~ Are all working. Link to comment
Galactygon Posted April 26, 2005 Share Posted April 26, 2005 The Bigg: I have encountered this inconsistency if I use the Remove Spell opcode. The effect in general only works for spells starting with the 'SPCL', 'SPPR', 'SPIN', and 'SPWI' prefixes. -Galactygon Link to comment
the bigg Posted April 26, 2005 Author Share Posted April 26, 2005 Galc - I was talking about the scripting action, however I noticed that too with the opcode - I needed that for solving a little problem in Refinements Now, if I could have the necks of a couple of those who wrote some parts of the engine EDIT: Littiz was succesful in making the opcode work with non-standard named spells - see li#fall.spl and li#flpa.spl from Refinements. I'd attach the files myself here, but *somebody* prefers to keep the joys of attaching files only to a few chosen ones Link to comment
igi Posted June 8, 2005 Share Posted June 8, 2005 I'll check this out and add it, along with the BG1 RES actions. Link to comment
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