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Jan 1 2012, 07:46 PM
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#1
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
I will use TobEx extended Stats and because I don't want to mess up with others mods, I will use my own complete set of detectable spells.
Currently, there is no standard on the subject and then it is a pain to fill the missing detectable spells. Thanks to TobEx large scale (up to 32768 stats), I will make a complete detectable spells. All spells that could be detectable will be. I will start from number 1200. I also want to make polymorph forms detectable (both for druid and mage). 2 purposes on this: - to be able to know if target is normal form or another - to know exactly which form it is |
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Jan 2 2012, 08:25 AM
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#2
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
Finally, since extended stats are not saved, I might use classic stat for some spells.
Any short-mid duration spells will be in extended stat. If a player prebuff before battle, save, and reload, his prebuff spells won't be detected. It's an issue but enemies don't prebuff, so player shouldn't either |
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Jan 3 2012, 05:34 AM
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#3
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Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
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aigleborgne Detectable Spells Jan 1 2012, 07:46 PM
aigleborgne Yeah, I do too finally :)
Prebuff is meant for met... Jan 3 2012, 03:10 PM
aigleborgne I was finally able to make extended detectable spe... Jan 5 2012, 08:57 PM
aigleborgne I had some problems with standard detectable (foun... Feb 5 2012, 12:46 PM![]() ![]() |
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