Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Miloch
« on: August 19, 2012, 05:36:41 PM »

If you're doing a kit (which is what it sounds like) then you should also be able to code all that into the clab*.2da files for the kit.

The other possibility is just to have one spell, but level-based. In fact that sounds like the easier and better option. You just have separate ability headers in the .spl file based on the caster's level, which determines which form the spellshifter mutates into. Dunno if that works for innates though.
Posted by: DavidW
« on: August 18, 2012, 05:19:28 AM »

Use the Remove Spell opcode (172). An example from the vanilla game is SPIN838, which removes the player's Bhaalspawn powers after the dream in Spellhold.
Posted by: Shifter001
« on: August 17, 2012, 07:12:22 PM »

I'm trying to write code for a shape shifter. I have innate abilities that allow the character to shift into a wolf (level 1), then a dire wolf (level 5), and then a dread wolf (level 9). Each one representing an upgrade in melee abilities. However, I would prefer to have the older versions disappear at the level the newer ones are available. Is this possible? I still haven't figured out a way to make innate abilities only limited to certain character levels. Thanks.