Request: Spell (Spl) Making Guides and Recommended Tools
Reddbane
Member Posts: 222
I need to start making more complex spl files and I've more or less reached my limit of what I can do with Near-infinity or what I believe I can do with it. I wish to ask this from those more experienced modders. Is there some spl making guides available that you can point me in the direction of, and are there different tools I need to start making spells and spl files?
Thanks.
Thanks.
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I've been having problems editing and creating summon spells in near-infinity. More especially in discovering where the cre(s) which are summon are referenced.
Opcodes 127 and 331 specify a .2DA file in it's resource field, which contains references to the CRE files to summon.
Opcode 127 defaults to the following .2DA files (based on Parameter2) if it's resource field is left blank (hardcoded): Opcode 331 defaults to the following .2DA files (based on Parameter2) if it's resource field is left blank (as listed in "SMTABLES.2DA": (Not all of these files will normally exist in each game, some are exclusive to IWDEE, but can be imported).
http://weidu.org/~thebigg/README-WeiDU.html
http://gibberlings3.net/forums/index.php?s=d304987034f70ff1fea6c387bafb2a4d&showforum=62
https://gibberlings3.github.io/iesdp/
http://forums.pocketplane.net/index.php?board=16.0
http://www.pocketplane.net/tutorials/simscript.html
http://forums.blackwyrmlair.net/index.php?showforum=38
http://www.shsforums.net/forum/125-ie-tutorials/
You see I have the Summon effect of a spell in the red circle, but there is no specification for "resource" with the columns, though I suspect it is the "unknown" above "dice thrown/max". My difficulty is twofold. First, there is the already mentioned problem of me being unsure which line is the resource file. Second, there is the matter of how I go about understanding (translating) the line in question so that I can easily find and/or replace the resource with that of the actual cre file. Again, is NI the proper editor I should be using to create such spells, or is there another one that is more intuitive?
I appreciate the recommendations of you more experienced modders.
Thanks. I didn't even realize mine was out of date since I had downloaded what most engines link to when looking for Near Infinity.
Because this is the thing, I was thinking of having a dialogue menu the player can access where they say their intelligence and then the appropriate bonus spell slots are added via a corresponding passive ability, and likewise every time you open that (dialogue) menu, you can tell it a different intelligence (to account for permanent INT changes) and it would reset your bonus spells by removing the old passive ability(s) and adding the new one. However, if passive abilities disappear after they applied then, then this process becomes much less feasible.
If "passive abilities" don't attach to the character/actor, then might I get some advise on how to make this Bonus Spell menu work?
Applied with timing mode 9, any effect that *can* be attach to a creature, will attach itself, storing the resource that applied them in the "parent resource" field of the attached effect, allowing all effects from the same source to later be removed together through opcodes 321/229/230.
Any advise or explanations?