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snsdale1

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Posts posted by snsdale1

  1. The scripts use "symbolic name" image.png.6fcb1ec6116228f03e47666485086204.pngas a reference.

    But what if a spell does not have a symbolic name? image.png.3dbc0d8ad2af73fc68b2a04281923200.pngIs there a way to add it?  Or can i just go for .SPL file names in these spots?image.png.ea3f2212bb1c7ace7b2d2f37131b8082.png

     

    Quote

    On another note, are there a list of spells that people would like to see included in the .ini file that could be excluded from pre-buffing or mid-combat casts? For the next version of the scripts, I could have players check which spells they don't want included within the .ini prior to the install.

    Is there a reason to prebuff with Shield if you've already got Ghost Armor spell?

    Melf Meteors and Black Blade of Disaster seem to overlap with each other on Magus mod kit. Also the character seems to cast only First shield (Red) even if you've got both.

  2. Thanks for the info!

    By the way how can you add your own spells to the script? I've made a few copies of priest spells for wizard but in the BDEFAI.BCS file all of the spells are listed through these long spell names like "WIZARD_BLACK_BLADE_OF_DISASTER" and I can't figure out for the life of me where to find them/make them or whatever.

    Can you please give any insight on that?

  3. Is there a way to add a specific character slot to the melee script or something like that?

    Currently only the Magus sorcerer kit from time and blood can do the melee stuff, but is there some sort of an option to add a character or a slot or something like that in bdefai.bcs so that a character that is, say, pure sorc could use the melee scripts?

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