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TheLizard

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  1. Thank you, this is exactly what I was looking for. I guess this means if I wanted to make existing scripts compatible, I would need to do a large-scale replacement of relevant copies of ApplySpell with ApplySpellRES. I asked the part about CLAB files because it did not initially seem to work for me, but it turns out it's because I typoed the resource name. How embarrassing. Anyway, obviously it worked perfectly after fixing that, but unfortunately, I was then able to test opcode 172 with 8-char innate spells and it seems like it behaves exactly the same as it does for 7-character resources -- all the "memorized" copies disappeared. Perhaps the behavior noted in the IEDSP is only for wizard and priest spells? Anyway, unless I'm somehow screwing up again, it looks like I'll need to find another method
  2. These are probably very basic questions since I'm new to modding this game. I want to change an innate ability -- let's say kensai's Kai ability SPCL114 -- so that it has an 8-character resource name (for use with opcode 172). Other than that, I want it to be identical to the standard version -- for example, it should be granted when I gain kensai levels, cast when a script requests casting KENSAI_KIA, and so on. Can I use 8 character names in CLAB and LU files? What about spell.ids? There is a convention that the number in spell.ids corresponds to the filename, which I won't be able to follow. Will it be impossible to refer to the new resource in scripts via IDS reference? Is there any way around this?
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