Maybe it is not an help, but did you take a look to Balor's scripts? He disintegrates himself with the flamming burst and drops all of his items on the ground.
It wouldn't be in those scripts you posted but if that's the effect of flaming burst, it could certainly be useful in creating that effect. <best Daffy Duck voice> "(little does he know I am wearing my disintegrator-proof vest). You may fire when ready."
...so you're crafting armour that can't be damaged but doesn't protect eh ted. <<KAPOW>>< and the ol' duck disintegrates>
Thanks for the suggestions guys. Allyx, I would never have thought to even try that, thanks. I still want to be able to get a handle on the inventory but I can use the side effect as a work around for now. Shiningted, actually the spell has been toned down in the 3.5 edition. In the 3rd edition (and IIRC in the 1st and 2nd edition) rules disintegration was automatic if you hit and the saving throw wasn't made. Now the creature is only disintegrated if he is reduced to 0 or fewer HP by the damage of the spell. I think this concession was made partly so that the equipment <i>could</i> be left behind. Given the necessity for a ranged touch attack to succeed, spell resistance to be overcome, a saving throw to be overcome and the fact that disintegration only happens if the creature is killed by the damage anyway, I think leaving the equipment behind isn't <i>too</i> big a concession . Orion79, yeah I did look at the Balor script but it wasn't all that helpful. The san_dying function increments a global variable and returns RUN_DEFAULT. Thanks for the suggestion anyway. edit: Okay so HTML tags don't work here. Now that I look it even says so at the bottom of the page . Darmagon
Okay. The day was spent in research and testing for just about everything. Still have no idea about getting a handle on an inventory (and this irks me greatly) it should be such a basic thing in the game that it would be a no brainer (maybe it is and I just can't see it. Quite possible.). Anyway, besides that I looked into many of the requriements for other missing spells. It seems I chose an easy one at the start (aside from the inventory thing.) Most of the missing spells are missing because they either don't make sense in the computer game, or they are subject to interpretation. For example the spell 'Phantom Steed' is completely unworkable in ToEE given that ToEE has no mounts. most require workaraonds which are going to take time to come up with. Anyway I am going ahead with disintegrate with the animate dead workaround (at least until I can get a real handle on an inventory.) And will be moving on from there. My next project will probably be "Tenser's Transformation". I am going to try ray of clumsiness using cat's grace with negative bonus, but there are not gaurantees. One question, assuming I get these things working, how and when would you like them posted. ie should I post on a per spell completed basis or save up for 5 or 6 spells before posting. Or even wait until Livonya is done beta 2 and post then? Or just work madly until I am fed up and give you my final result? Darmagon
I think waiting for 2.0 is pointless, because she's working on npc versions of spells (so npc's can cast them properly) she probably wont do anything that will conflict with any new spells that are added. Personally i'd like new spells ASAP! That said I wouldn't mind waiting for a larger batch. It's your work ergo it's up to you!
yeah I know the ASAP feeling. How is this, disintegrate tomorrow or friday (I could give you what I have right now but a: the creatures inventory is not left behind b: I have not tested it enough , only on frog at moathouse and brigand at moathouse so far and c: i am using the ray of frost particles which are definitely not dramatic enough. Then I will keep a running total of spells done in zip format at a URL of my choosing (to be disclosed later) so that whoever wants can get the latest whenver they want. It sounds like a plan to me, what say you? Of course I will reserve the right to change spells when and as I see fit. Darmagon
Hey work at your own pace dude, we appreciate your efforts. Hey, if you find my armour unsatisfactory in field conditions, I will happily refund the full price to your next of kin.
I want to make a magic staff that fires 3 magic missiles, the thing is I want it to have no animation for the magic missiles and have a custom sound. I don't want to overwrite the current magic missile, so how would I go about making a Cujo's magic missle that PC spell casters can't pick but I can add it to my magic staff and the stuff about the animation and sound?
Ok after all my efforts I got nuffin, and things that used to work now don't, eg I had on my last install a magic dagger (based on dagger of venom) that cast lightening bolt, it didn't work untill identifed for some reason, and afterwards it had two "Lightening Knife" in the radial menu one cast lightening bolt the other prepared the weapon I guess (like a dagger of venom) I never noticed it doing anything in combat though. Now if I try to make something similar it doesn't work, I don't know if it's caused by my atempt to make "Cujos Magic Missile", but after I started trying strange stuff started happening. useableitem is just blue sparks and use item comes up but nothing else happens (for items I've made and pre-existing items eg davids sling, helm of brilliance). the spell didn't work as far as I could tell, didn't come up as an option in the wiz or sor spell lists, or work from a wand I made. I'm not sure if I need to do another clean install cos I backed up my stuff but its still acting bung. And in the end I decided what I want out of Cujos Magic Missile (greater magic missile maybe); cast 6 (no more or less) missiles, 1d6 damage no magic resistance, saving throw reflexes, range long. I tryed myself but I can't get it to work, if anyone who has gotten just one new spell to work can post on what they did and how they did it that would be awesome, otherwise can you just make my spell for me :biggergri
Making a staff fire magic missiles is the easy bit just copy one of the staves I made, put it in the 4000 - 4999 range in protos.tab, go to the last third of the row, after "usablemagicstaff" change the number to 1 - for one spell the staff can cast, the go to the end of the line and change the spell to magic missile and the number to 5 (for 3 missiles).
ok here 'tis okay my first spell mod. Only one spell so far, disintegrate. I am only releasing it here in the modders forum for now. Maybe you guys can let me know how things go for you and let me know any bugs you find? Thanks. Installation instructions are in the file 'readme-newspell.txt'. I will repeat here that you should backup all files changed by this zip before unzipping the file. A list of changed files is also in the readme. Have fun Edit: do not download this file it won't hurt anything but it has som extra folders that shouldn't be there and that don't show up until you unzip the file. I have posted a file below that shouldn't have this problem..... Darmagon
the scr folder is empty. is this what you wished? I prefer to ask before yelling because I messed up the game for nothing Hey, I was looking around and I saw that creating new summon monsters and summon nature's ally spells sounds quite easy. If my intuition is right, just copying a bunch of files with proper names and IDs and modyfing the py files containing the available-for-summoning monsters' ID should be enough. Are u planning to do it? And would you be so kind to include high level cleric and druid spells into paladins and rangers spell list? If you need, I'll quickly support you with official spell lists.
ummm, it's not. To make sure i deleted my disinegrate script in my game scr folder, downloaded the file and unzipped it. the script was back again. don't know what the problem could be on your end but here it all works fine. Darmagon