Posted by: Avenger_teambg
« on: October 25, 2005, 03:33:35 AM »Guess you renamed your spell to follow the SPIN*** convention and added it to spells.ids
But you haven't really shared that info
But you haven't really shared that info
IF
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
ForceSpell(Myself, INNATE_SUMMON_GIRL)
END
Code: [Select]IF
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
Spell(Myself, INNATE_SUMMON_GIRL)
END
How come the script fails to recognize me putting this custom line in the SPELL.IDS file?
IF
See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
ForceSpellRes(Myself,myspell)
END
Hmm let me get this straight in my head first off before I proceed: So Ghreyfain is saying to use "SpellRES" instead of just "Spell" but since I am using BG1 I cannot do this? It sounds a whole lot better than referencing the ID imo.
spell.ids has a specific naming convention, which I can not recall offhand. The first number determines the type (SPCL, SPPR, SPWI, SPIN) and the rest is the actual spell number. So basically the engine sees you invoking INNATE_SUMMON_GIRL, which it looks up in spell.ids as 3999. Then it goes looking for spin999 (or spwi999 or sppr999 or spcl999 or whatever the 3 represents) and can't find it.
edit: Found it; 3xxx are SPIN spells. So it's looking for SPIN999.spl.