simply, you added the folders twice Once in the data folder, another time outside and the ones outside are empty. But everything is fine. What about the other questions?
as far as the other stuff I hadn't looked into any summoning spells at all so no I am not currently planning to do anything with them. I have had hazy notions of looking into the ranger and paladin spell-lists but haven't done anything with them yet. How do you mean "high level druid and cleric spells" ? Rangers and paladins max out at fourth level spells. do you mean that they don't get access to all of the spells they should get (which aren't too many anyway). I have never played a ranger or paladin so I don't know what they actually get as far a spells. If that is the case I might look into it when I have some time. Thanks for the offer of info but I have the 3.5 core rule books and some others. I also have the SRD.zip saved locally for when i am too lazy to go to the bookshelf Darmagon
except when I open the file in winzip all that shows are the files in the correct folders. but you are right because I have the folders you mentioned in my root ToEE directory now when they weren't there before. Wonder how that happened? Okay here's a fresh new zip. Edit: this file now fixes the "disintegrated but alive" bug as reported by Allyx further on in this forum. Darmagon
Look, if you'll open the 3.5 player handbook where there is the spell list and short description, you'll see that 90% of paladin and ranger spells are the same owned by clerics and druids. The only one that is different is Holy Sword, but I think that we may survive. Instead many spells like Cure critical wounds, freedom of movement, summon nature's ally IV or greater circle against evil just need to be extracted and modified so that paladin and ranger will be included among the spellcasters for that specific spell. Easy, aint' it?
okay orion I have done some checking and as far as I can tell, all of the spells you mention (except cure critical wounds and greater circle against evil) are already set up to be used by rangers and/or paladins. I don't know how to make them work other than through the files that have already been extracted in the data directory. My guess is that the limit is hard-coded somewhere for rangers and paladins. I could be wrong. If you already know how to do it then clue me in, please..... Darmagon
Darmagon, Great work dude, just needs a little fine tuning, 1) offensive spells should initiate combat, this one doesn't. They addopt thier attacking stance but no Initiative is rolled and no action bar appears on the left hand side of the screen. 2) one of my targets was disintergrated (reduced to - hit points, dropped all equipment, and then stabalized at -9 hit points, he can't be targeted, can't be healed, and can't be dismissed. Good stuff though.
okay thank you for the input. going to have to look into the first thing. Sthe second one should be no problem. Just forgot to call critter_kill in the script. I think it should do it. Again thanks for the input. As I said I am still learning all the ins and outs of ToEE modding so some things are bound to be out of synch to start with. Darmagon
Okay Allyx, can you tell me under what circumstances the spell does not initiate combat for you? I just did a test with Wat and Romag created in Hommlett. I did the dialog with Romag to where I was to report to his underling. This ended the dialog and we were all stanidng around. I then attacked Romag with disintegrate and combat ensued as per normal from there. Initiative was rolled and the bar of portraits appeared at the top of the screen. Combat continued normally from there until they were both dead. (Romag made his save to begin with and survived the disintegrate so maybe that has something to do with it. Don't think it would, however.) Darmagon
wasn't sure about wat joining the battle before so did another test with romag, hartsch and wat. when i attacked romag with disintegrate battle began as per normal but wat wasn't included. (I guess he wasn't included before until my ranger attacked him.) but Hartsch was included and the battle was as per normal ToEE. Darmagon
just discovered a big bug myself. Undead are immune to anything requiring a fortitude save. In addition undead are not subject to animate dead (they are already animated.) However disintegrate should work against them just the same as against anything else. I can work around everything but the side effects provided by animate dead. So I really need to be able to get a handle on the inventory of an object in order to make this spell function properly ( at least with respect to undead.) Help!!!!!!! Darmagon
Wow: sound messy. Anyway, probably you made the point: many things are hardcoeded but already inside the game, probably for a further expansion set that will never come. Looking at the spell list, there are already included summon monster & nature's ally VI, VII, VIII and IX, together with many other spells. Not to talk about the item creation mess: did you see that there are many armor and weapon abilities not available while crafting? Arrow deflection, fortification and many other nice things. It would be great if somebody (drif**coff coff**ter... ) could unlock them.
I cast it at a party member, and - no initiatve roll, i'm sure other offensive spells force an initiative roll when cast. In your test initiative was rolled as a result of damage being inflicted on an npc, not as a result of the spell being cast.
Has anyone ADDED a NEW spell with a NEW number and if so how? In my quest for the Dark Tower all I need is for Cujos magic missile to work, which it doesn't. I added a new name and number to; From mes spell.mes From rules spell_enum.mes spellList.mes [spells folder] ### - cujos magic missile.txt From scr spell### - cujos magic missile.py am I doing anything wrong that anyone can tell?
I've no idea, but I was thinking that, if we can't unlock the missing spells, it would just be easy to add a list of spells with new names and ID but with the same effect. For example, if Summon Nature's Ally VI is locked, then Summon Natural Ally VI should work fine. What do you think?
Okay Allyx, I see what you mean. Not sure quite yet how to fix it. I did fix the "disintegrated but alive" bug. The new file is posted in a new thread called "Darmagons New spells". As far as affecting undead, nothing i do in the script file will get the spell to affect them. For now they will have to remain immune. Darmagon