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trouble making new spells


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3 réponses à ce sujet

#1
Antares

Antares
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hello,

I am trying to make a new spell, but for some reason, the new spell isn't recognized properly.

Perhaps, it has to do with the tlk file

I have used the line 1228 in spells.2da file and used the empty line 10527 in the tlk file.

but the spell appears without name in the property of a creature

 

Immagine.jpg

 

I can assign the spell to the creature, but its  name doesn t appear.

Moreover, I cannot use the spell's name in a script

 

here for example, I cannot replace the SPELL_FIREBRAND with SPELL_MYSPELLNAME

    DoMissileStorm(nDamageDice, 15, SPELL_FIREBRAND, VFX_HIT_SPELL_FIRE, DAMAGE_TYPE_FIRE, SAVING_THROW_TYPE_FIRE, 1);

 

what I am doing wrong? :huh:



#2
kevL

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in Spells.2da, row 1228, under the "Name" column put "10527" -- then something ought show under Spells and/or Special Abilities in toolset

oh, and the custom Dialog.Tlk needs to reside in your <install>NeverwinterNights 2 directory ( ie. not <documents>NeverwinterNights 2, since the toolset doesn't use the latter ). Back up the original dialog.Tlk ...



SPELL_MYSPELLNAME is a custom constant. It needs to be defined in an accessible script or #include first:

const int SPELL_MYSPELLNAME = 1228; // reference SPELL_MYSPELLNAME to row 1228 in Spells.2da


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#3
Antares

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oh, and the custom Dialog.Tlk needs to reside in your <install>NeverwinterNights 2 directory ( ie. not <documents>NeverwinterNights 2, since the toolset doesn't use the latter ). Back up the original dialog.Tlk ...

 

apparently, this was the problem. I was working on the one in myDocs folder that worked well for customize spell descriptions but apparently does not work well for creating new spells.... thank you!



#4
kevL

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ya, that had me stymied for days.

/cheers