yarpen Posted June 23, 2006 Share Posted June 23, 2006 Hi! I've got a little trouble... How to correctly add a new kit IDS entry (in KIT.IDS), which can be used in scripts? It's a commend which I've used, but I'm not sure it about it's correct. COPY_EXISTING ~KIT.ids~ ~override~ REPLACE_TEXTUALLY ~0x4012 BEASTFRIEND~ ~0x4012 BEASTFRIEND 0x4013 Y#AVENGER~ Link to comment
Grim Squeaker Posted June 23, 2006 Share Posted June 23, 2006 Errr... you should be using ADD_KIT for adding new kits. It does most of this jazz for you. Link to comment
yarpen Posted June 24, 2006 Author Share Posted June 24, 2006 Really? But if I good remember, ADD_KIT don't allow me to using that name in scripting. I want to create a kit without romances. I've add string !Kit(Player1,Y#AVENGER) to romance allowing script (in BALDUR.BAF) . But now I must make Y#Avenger checkable for scripts. There is a second method to do that. I can change that argument to check the SPELL which is casted on Player1 by kit. It's got +1 to hp per level. But which commend I should use in script. IF ReallyForcedSpell(...) ?? Link to comment
Andyr Posted June 24, 2006 Share Posted June 24, 2006 ADD_KIT sets a variable you can use during mod installation for such purposes. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.