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Help whit druid spells


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6 réponses à ce sujet

#1
aramoro999

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I have made some changes to druid spells, theyr still be the same but when a druid chast them while wildshaped they will be cast differently. since druid has ower 140 or so spells i tought changing each in the code to a different 1
would be to much work, i basically just pasted all spells to the bottom of the 2da, and was planig to use them whit an offset...so i dont have to write so many lines, and maybe i do other spells later anyways.

Wildshape already has a script, so i think i place the code in there...
the problem is i dont really know how to do it from here, does shapeshifting pick up ur awailible spells like it does whit equipment ?? Or is it handeld in some different way ???

uh yes...i dont know the right functions for it

Modifié par aramoro999, 01 mai 2012 - 09:35 .


#2
Happycrow

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The whole issue is covered by a feat called "natural caster." If you think druids should be able to automatically cast when shifted, simply give druids the feat as part of their regular progression.

#3
-Semper-

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basically you could also create a custom spell-hooking script. in there you simply check if the caster is a druid and wild shaped, then change the needed spells.

#4
aramoro999

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thx for ur ideas...but the wildshape script has it cowered, although a custom scrip may still be something i need for it...so perhaps i make new wildshape feat that replaces the old 1

however the problem is, i want to use the set of spells that i already modified...and only when wlidshaped, to replace old spells

the script would be something like this

some check/ getpoly if polymorphed
if polymorphed get the number of spell +offset number
use that spell...

so can i do??

blah blah blah
get spell id
dont use that spell
use spell id +12312(some number)

Modifié par aramoro999, 01 mai 2012 - 02:33 .


#5
painofdungeoneternal

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yes, use spell hooking to do it.

( and give them the natural spell feat as well )

Basically you have gotten some good suggestions, you should research them and understand them before dismissing them - those two ideas are the easiest way to accomplish what you are describing.

Modifié par painofdungeoneternal, 01 mai 2012 - 02:42 .


#6
aramoro999

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hmm...k i do it, and of course i use natural spell

Modifié par aramoro999, 01 mai 2012 - 05:42 .


#7
aramoro999

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hmm...i think i need some more help

I now know how to stop a spell from being cast, but what function should i use to cast 1...

ActionCastSpellAtLocation and ActionCastSpellAtObject
seem to be what i need, but its gonna be a bit long this way...checking all the spell proprieties
can take a lot of code...i don't think im on the right track here