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Xenala

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Posts posted by Xenala

  1. I kwow how to add spell to a kit in the "spellbook" of a kit but how make sur the kit receive only the spell I whant and not my spell and the spell of the mother class.

    That's what do the "brain crashing" :) add a spell is really simple but add only my spell not at all

    If adding spell needed only one file it would have been more simple :p

    But no :)

    What trouble me is how add only my spell to a kit wich have already the spell of the mother class, that's why you give me the link and that's cause my brain to crash or is there a great misunderstanding ? :)

  2. From the small part I've understand if I want to add spell to a ranger or a cleric in their "spellbook" without having the ordinary spell I must install clerix remix and do a lot of things that I don't even understant. Cause if I try doing something I risk to mess everythings in the game files and change all the kit using spell table. Maybe I just should supress the button which allow a clerc or a ranger to use spell by their spellbook and add my spell in the inate section, players won't be able to choose what their player will learn but at least it will work whithout crashing the game or my brain :)

    So thanks but I think that I must do what I can do so I just find another way.

    Thanks anyways :) (uh I hope thats the good word :) )

  3. The UNUSABLE hexadecimal value (0x00028000) puts further restrictions on a kit, such as limiting the type of armour they can wear.

    Why unusuable ? I tought that if we add hexadecimal value of two kit restriction we can have new value for a new kit ?

     

    I don't think that either CLASWEAP or WEAPPROF change which weapons are usable by a kit - they relate to the proficiencies available when creating or levelling up a character.

    Ok so there are a flile wich control if yes or not there is the button to add proficiencies and the other how many you can put ?

     

    The base class of your kit (in your example, "12" for Ranger) determines which weapons and armour your class cannot use.

    So 12 is not only here to say where the kit is ? I mean if we click on druid the kit will be here or if we click on ranger the kit will be here.

    But if I'm correct different kit of the same class haven't the same restrction so it can't be that 12 is the only things who say what item a kit may use or not.

     

    It is possible, but a little complicated, from what I've heard. The second paragraph of this thread explains more about doing so.

    That's quite a mess ;) don't really know where to begin. But in order to add only my spell I have to install divine remix first ?

     

    So what I have to do is with this :

     

    // add spells to base abilities
    INCLUDE ~Divine_Remix/lib/macro_spell_remove_good.tph~
    INCLUDE ~Divine_Remix/lib/macro_reindex_clab.tph~
    COPY_EXISTING ~cdselune.2da~ ~override~
     APPEND_FILE ~Divine_Remix/spheres/al_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/an_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/as_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/co_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/di_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/gu_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/he_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/ne_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/nu_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/su_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/sn_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/tr_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/we_major.2da~
     APPEND_FILE ~Divine_Remix/spheres/cm_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/ex_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/ea_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/ee_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/ef_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/ew_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/pl_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/wd_minor.2da~
     APPEND_FILE ~Divine_Remix/spheres/lastline.2da~
     LAUNCH_PATCH_MACRO ~spell_remove_good~ // removes neutral- and evil-only spells
     LAUNCH_PATCH_MACRO ~reindex_clab~ // re-index lines
     BUT_ONLY_IF_IT_CHANGES

     

    What a mess ;)

  4. Ok I say it again I don't speak english everydays I'm French so sorry when I don't speak corectly.

    Then I have quite a lot of question :

    1 I'm wondering : when we put a 0 or a 1 in the CLASWEAP.2da file we are telling the game if yes or not the kit can use some king of item. So if I do this ~K?ArchSyl 0 0 0 1 1 0 0 0 ~ my kit can use only er raged weapon ? So the "flag" 0x00028000 12 is there to control all item wich aren't weapon ? But stangely in doing this using my kit I can use some melee weapon.

    2 I'd like do make another kit of druid,clerc or even a ranger but using only the spell I'd give him. Is it possible : I mean keep the spell button but in order to use my spell and not the spell that the class ranger or druid will give. Is this possible or will I have to supress the button and add my spell as innate spell ?

    3 And the last one : it's about LUXXX.2DA file. While doing it I just have to copy one in near infinity change what I need and then using the comand copy in put my file in the game and my kit which is link to this file will use it ? It seems that in doing so I've made something wrong so my PC don't get HLA. I am using the right methode ? er sorry I'm pretty that's not how an English speaker would have say that but I not really that skilled in foreing laguage sorry !

     

    Thanks for reading and another thanks for those who try to answer !

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