new spell states / extra spell slot weapons
[Deleted User]
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Still sucks that values above 255 are unstable.
Can be invoked by
LAF ds_resolve_stat INT_VAR ids=1 STR_VAR id= CUSTOM_SPELLSTATE_NAME RET stat_ind=stat_ind END
Where "stat_ind" variable it returns is the corresponding .ids value the stat/state got assigned.
Setting the fields at 0x90 and/or 0x94 in the EFF is what will cause multiples to fail - parent resource type and resref, but there is no limit when the fields are empty.
Require Binding them to the character to get the full benefits, by making them undroppable & unstealable.
You could toggle the effect with the converse button, a dialog file, and 2 spell files.
The dialog would need 3 states: Two subspells:
%resref%B.spl = remove effects of "%resref%R", extra spell slot effects (Timing=9), set LOCAL %resref% = 1.
%resref%R.spl = remove effects of "%resref%B", set LOCAL %resref% = 0.
Remove the extra spell slot effects from the item itself.
An entry in "itemdial.2da": "itemres strref dlgres". strref would be the "converse" button label.
While the item is bound, it cannot be moved from its slot, and you get the full benefit of its effects - the extra spell slots. You would still be able to switch to and out the other weapon slots.
While the item is unbound, it can be freely moved around, but you would not get the extra spell slots.
You would need to remove the effect whenever items are forcibly destroyed: SoA start, Black Dragon Bribe, some Black Pits event. Or just flag them as "Critical Item" so they cannot be destroyed.
You could do this with any item type, or not even require the item be equipped, just kept in the inventory.