Xenala Posted August 27, 2007 Share Posted August 27, 2007 Ok for the adding part there is no trouble but when you say : "It is difficult to remove those spells from the kit" does it mean that except if you are really good you can't do it ? Quote Link to comment
Mike1072 Posted August 27, 2007 Share Posted August 27, 2007 You would have to do it the same way it is done in Divine Remix for it to work properly. This would be much harder than just adding the spells, but it is probably possible to finish it in a day or two (depending on your familiarity with WeiDU and learning speed) if you used their code as a reference. Quote Link to comment
Guest rlewis Posted September 7, 2007 Share Posted September 7, 2007 Would it be possible to make a druid kit which could shapeshift into a panther for example and the panther would have stealth and backstab ability? Quote Link to comment
BigRob Posted September 8, 2007 Share Posted September 8, 2007 In principle, it would be easily possible, assuming that backstab is an ability that is not hardcoded and can be added to the CRE for a transformed druid. Quote Link to comment
Caedwyr Posted September 28, 2007 Share Posted September 28, 2007 How exactly does the following effect work? #147 (0x93) Spell: Learn Spell [147] Parameter #1: Irrelevant Parameter #2: Irrelevant Description: The targeted creature(s) learns the spell specified by the resource key. Does this add a spell permanantly to the target's mage spellbook, innate abilites, priest spellbook? How do I determine which spellbook it is added to? Quote Link to comment
Guest EarthquakeDamage Posted September 28, 2007 Share Posted September 28, 2007 Does this add a spell permanantly to the target's mage spellbook, innate abilites, priest spellbook? How do I determine which spellbook it is added to? I should think it's based on the spell type, whether Wizard, Priest, Innate, or whatever. There's a field for it in the first tab of the SPL editor in DLTCEP if you have it. Quote Link to comment
Caedwyr Posted September 28, 2007 Share Posted September 28, 2007 So it doesn't rely on any sort of naming system then? Quote Link to comment
CamDawg Posted September 28, 2007 Share Posted September 28, 2007 Any spell can be added to spellbooks with this opcode, yes. However, unless it's named in the normal convention it won't show up in sorcerer level-up spell selections or spell selections at character creation (spwi[1-9][0-4][0-9]) or be automatically added to the divine spellcasters (sppr[1-7][0-4][0-9]). Quote Link to comment
Caedwyr Posted September 28, 2007 Share Posted September 28, 2007 I'm planning on adding this using CLAB GA_ABILITYNAME at varoius levels. Would this be appropriate, or should I use the AP_ABILITYNAME (the Kit Tutorial is a bit sparse on the construction and details of CLAB files). Also, having the spells not show up on the sorcerer/mage picklists is exactly what I want, so I assume I'll be safe with using my own spell naming scheme. Quote Link to comment
CamDawg Posted September 28, 2007 Share Posted September 28, 2007 Could be either. You could do something like DR, which uses GA_ to put divine spells directly into spellbooks. If you're making one spell with a mess of 147 opcodes, then you'd want AP_. One thing to be careful of with 147--it will apply an XP bonus for spell learning (even for divine and innate spells), whereas GA_ in a clab file will not. There's some way to make it not apply an XP bonus (drake127 did it, I think) but I've never found the proper tweaking of parameters to make this happen. Quote Link to comment
Caedwyr Posted September 28, 2007 Share Posted September 28, 2007 So, what you are saying is that I can use GA_SORCERERSPELL to add the particular spell to the kit's spellbook directly instead of needing to mess around with AP_SPELLNAMEs using the 147 opcode? And that using GA_SORCERERSPELL will not be awarding the player with all sorts of bonus experience from spell learning? Quote Link to comment
CamDawg Posted September 28, 2007 Share Posted September 28, 2007 So, what you are saying is that I can use GA_SORCERERSPELL to add the particular spell to the kit's spellbook directly instead of needing to mess around with AP_SPELLNAMEs using the 147 opcode? And that using GA_SORCERERSPELL will not be awarding the player with all sorts of bonus experience from spell learning? Yes. Quote Link to comment
Caedwyr Posted September 28, 2007 Share Posted September 28, 2007 One other thing I'd like to check on. I've seen it mentioned in another thread that sorcerers are kittable, but it just doesn't show up on the character selection screen. A possible work-around would be to set the unsability flag to the parent class (0x000400, or something like that) and the class flag to sorcerer (19), but to use another class's kitwindow to display the kit: eg use K_D_H. Also, for the K_CLASS_RACE .2da files is any editing of their innards required, or does one just need to reference them to make the kit show up in that location? Quote Link to comment
CamDawg Posted September 28, 2007 Share Posted September 28, 2007 One other thing I'd like to check on. I've seen it mentioned in another thread that sorcerers are kittable, but it just doesn't show up on the character selection screen. A possible work-around would be to set the unsability flag to the parent class (0x000400, or something like that) and the class flag to sorcerer (19), but to use another class's kitwindow to display the kit: eg use K_D_H. I vaguely remember trying this and it not working. The class of the kit does have to match the class of the K_x_x 2da file. Also, for the K_CLASS_RACE .2da files is any editing of their innards required, or does one just need to reference them to make the kit show up in that location? ADD_KIT handles all of this. Quote Link to comment
Caedwyr Posted September 28, 2007 Share Posted September 28, 2007 If cheating and using the K_D_H type files to point to a non-druid kit doesn't work, then I suppose some sort of in-game dialogue or consumable item would work according to Nythun's comments. Quote Link to comment
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