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SparrowJacek

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About SparrowJacek

  1. Hmm, I added opcode 326 target = 9 (original caster) as one of the effects of flame arrow, then set resource to be meteor swarm, which targets "present target", but present target seems to be my caster. Opcode 232 - cast spell on condition has 2 target fields, but I'm not sure which is which and if it can be used to achieve my goal.
  2. Hello, I want to create a spell that has some different effects, for simplicity let's assume 3 of them and some conditions for example based on https://gibberlings3.github.io/iesdp/files/ids/bgee/splstate.htm : 1. 10 fire dmg to target if caster is under effect of stoneskin 2. 20 magic damage if caster is under effect of bard's song 3. applies doom on target if caster is doomed Is there a way to make this spell apply even all effects if caster has all 3 of the conditions? Thank you for your help!
  3. Thank you guys for answers! Yes, Subtledoctor is right about my needs. It's a shame that this effect can't be recreated, but as I see it, that aura might not be a bad idea, and having all characters benefit from that might be even better
  4. I was afraid that this might be the only way... I'd rather avoid that if possible. So this ability of specialists is hardcoded and there is no way to recreate that via opcodes as a passive ability? Or maybe that original ability works some other way, I'm not aware of.
  5. Hello, I see that specialist mages have such ability, that enemies get -2 to their saving throw against specialist's magic school. Is it possible to create items that increase this ability? Sadly there is no CLAB with proper effect for specialists, so I can't just reuse existing files for that purpose. I know that there exists #346 (0x15A) Save vs. school bonus opcode, but I am not sure if and how can I set values to achieve my goal. Thank you very much for your help!
  6. I can do it for example by removing shadowdancer class and override it with a copy of Assassin class (I don't need shadowdancer in my game). So question is if there is a possibility to change kit by spell/effect.
  7. Hi. Is there a way to change kit by some item? I want an item to give my assassin ability to hide in plain sight when worn. For that I would need to create an exact copy of assassin kit with proper kit ID(0x21) and change kit to that one when I wear the item. I wonder if there is a possibility to do that somehow. Thanks!
  8. Hello, I'd like to change backstab so it doesn't multiply damage, but applies some effects. I see opcode #340 (0x154) Spell Effect: Change Backstab Effect Which might be what I need, but ideally I'd like to have some effects of backstab only when some items are equipped. Let's say for example that standard backstab should deal additional 20 dmg, when "the night's gift +5" is worn, it should additionally stun the enemy and with dagger of the start it should poison the enemy. Simple using opcode 340 on those items won't work, since I want the effects to be cumulative. Is there a
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