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Giving Spells a Script Name


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#1 Valheru

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Posted 09 October 2004 - 07:17 AM

Does anyone know how to give you custom made spell a script name so that I can use it in a cutscene. I am truly stuck on how to do this.
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#2 CamDawg

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Posted 09 October 2004 - 07:49 AM

If it's for BG2, I would say don't bother. ToB features scripting commands that allow you to use the filename of the spell; these commands can be added and used in SoA installs.

APPEND ~ACTION.IDS~ // adds ToB scripting commands if SoA-only install
~31 SpellRES(S:RES*,O:Target*) 
95 SpellPointRES(S:RES*,P:Target*) 
113 ForceSpellRES(S:RES*,O:Target) 
114 ForceSpellPointRES(S:RES*,P:Target) 
160 ApplySpellRES(S:RES*,O:Target) 
181 ReallyForceSpellRES(S:RES*,O:Target) 
191 SpellNoDecRES(S:RES*,O:Target*) 
192 SpellPointNoDecRES(S:RES*,P:Target*) 
240 ReallyForceSpellDeadRES(S:RES*,O:Target) 
318 ForceSpellRangeRES(S:RES*,O:Target) 
319 ForceSpellPointRangeRES(S:RES*,P:Target) 
337 ReallyForceSpellPointRES(S:RES*,P:Target*)~
   UNLESS ~SpellRES(S:RES*,O:Target*)~
   UNLESS ~25POST~

All of the various RES commands will accept the filename of the spell, rather than the scripting name.

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#3 Galactygon

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Posted 09 October 2004 - 07:59 AM

The only issue about the RES actions (it might have been mentioned before), is that there is no RES action for several triggers that use spells. ie. SpellCast(object,spell), SpellCastOnMe(object,spell), etc.

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#4 Rabain

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Posted 09 October 2004 - 09:15 AM

I believe Sim's Scripting Guidecovers this.
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