Drew Posted March 3, 2006 Share Posted March 3, 2006 Add a command to copy the spell to the override in your tp2 and add the spell to the CLAB (socko.2da) of your kit. Link to comment
Troll Posted March 3, 2006 Author Share Posted March 3, 2006 Add a command to copy the spell to the override in your tp2 and add the spell to the CLAB (socko.2da) of your kit. <{POST_SNAPBACK}> Yep, done that, still not working. Is there a tutorial anywhere on CLABS? I used one from the actual game as a basis, but it won't work. Link to comment
Drew Posted March 3, 2006 Share Posted March 3, 2006 Cam's tutorial has everything you could possibly need. You may also want to download one of the G3 kit mods for a reference. HINT: Idobek's code is really, really clear and easy to read, although all you really need to look at is his CLAB files to get a feel for how it works. Link to comment
Troll Posted March 4, 2006 Author Share Posted March 4, 2006 I've tried everything, but it just won't use this custom spell as a kit ability. It just won't come up at all. Does it have to have the prefix GA_SPCL? I'm friggin' stumped. Can anyone help? Link to comment
Thauron Posted March 4, 2006 Share Posted March 4, 2006 Everything should have the GA_ or PA_ prefix in the clab. GA_[sPELLFILENAME] is short for Gain Ability (I think) and instructs the game to add the spell [sPELLFILENAME] as an innate ability to the character. AP_[sPELLFILENAME] (is short for apply?) and instructs the game to cast [sPELLFILENAME] on the character - f.e. giving a bonus (HP, stealth,...) or granting immunities or protection. While GA_ or AP_ are absolutely necessary, your spellname can be whatever you want (- and should preferably not start with SPCL - it's always better to use a personal prefix so that you don't overwrite content which has been added by another mod). Hope this helps. Link to comment
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