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.
Giving Spells a Script Name
Started by Valheru, Oct 09 2004 07:17 AM
3 replies to this topic
#1
Posted 09 October 2004 - 07:17 AM
Thanks for picture Immy
#2
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.
All of the various RES commands will accept the filename of the spell, rather than the scripting name.
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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#4
Posted 09 October 2004 - 09:15 AM
I believe Sim's Scripting Guidecovers this.
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