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Mar 18 2006, 07:25 AM
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The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 |
Hi,
To grant THAC0 and damage bonuses against specific IDs (races, alignments, et al) to a weapon, we make an EFF file and then add it to the weapon's equipping abilities through "Use EFF file" format. For example Daystar's bonus against evil creatures or Dragon's Bane's bonus vs. dragons have been made in this way. I can add such bonuses to weapons and have no problem in item making. So far so easy! But now assume that we want to make a kit (say a fighter kit) rather than a weapon, and want the kit to have such a bonus (ex: a damage bonus against dragons). Hence comes the question: Is AP_****.eff a valid command to be added to clab****.2da? If not, how can we make a kit with such bonuses? For example, a damage bonus vs. (say) a particular race such as dragons? (or vs. other specific IDs?) One possible way just occurred to me though I have not tested it: Is it possible to firstly make a .spl file in which the eff file is added through "Use EFF file" code to the spell effects (under an extension header) and just then we apply the new spell to clab****.2da? Will this give the bonus to the kit? Thanks! This post has been edited by Sikret: Mar 18 2006, 07:46 AM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Sikret Applying EFF files to kits via clab****.2da! Mar 18 2006, 07:25 AM
dragon_lord You do it via a spell/eff combo. See the Undead Hu... Mar 18 2006, 07:43 AM
Sikret
Thanks, dragon_lord!
I guess you were writin... Mar 18 2006, 07:51 AM
Rabain You should check out the IESDP, as this lists the ... Mar 18 2006, 10:54 AM
Sikret Very well, for those who may not have yet grasped ... Mar 18 2006, 11:21 AM![]() ![]() |
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