How can you make an ability re-add itself after using it (casting at will)?
[Deleted User]
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I'm playing through IWDEE for the first time, and I really like how some things are implemented as opposed to BG (and those beautiful visuals! seriously, get rid of BG's animations for fireball and cone of cold, use the ones in IWDEE!).
I loved how the paladin can detect evil *at will*. That's how it's supposed to be, unlike BG's system of just accumulating a lot of uses (which is capped at 50). I was wondering if any one of you could explain if you can easily do this for any spell using Nearinfinity, or is scripting required? I have many ideas about custom spells and importing these kinds of functionalities to BG, but I don't know what I need to know.
I loved how the paladin can detect evil *at will*. That's how it's supposed to be, unlike BG's system of just accumulating a lot of uses (which is capped at 50). I was wondering if any one of you could explain if you can easily do this for any spell using Nearinfinity, or is scripting required? I have many ideas about custom spells and importing these kinds of functionalities to BG, but I don't know what I need to know.
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Look at Paladin Detect Evil (SPCL109.SPL) in IWD:EE in NearInfinity. It has two "casting effects" which are triggered immediately when the paladin begins casting the ability.
(Oops, these screenshots didn't come out too good, sorry.)
These effects cause the paladin to regain Detect Evil immediately after using it. If you want Paladin Detect Evil to be usable at will, you need to add those two effects to BG:EE's version of Paladin Detect Evil (SPCL212.SPL).
...er, looks like I never finished it. Right now, it only changes that spell to an innate, but casts by the spell menu. It also changes the spell level text to "cantrip", though you can make that whatever you want (including the spells original level). I am making it for my own purposes, but I can make a few changes so it'll be more user friendly. I'll try to find time tomorrow to finish it, shouldn't take long.
In the mean time, this is what I have so far:
https://github.com/UnearthedArcana/B_Spells/blob/master/B_Spells/lib/make_cantrip.tpa
Thanks very much, that should work nicely. I suppose it's quite enough to make only innate spells work like that, since by definition if you have to memorize them, you cannot cast them at will.
That is actually useful in and of itself, at least for now. Cleric/Thieves have an issue as of 2.5 (fixed in 2.6, whenever that comes) with innate abilities, as it seems the thieving button within the innate abilities button "eats" one innate spell slot, making an innate ability disappear once you get to a certain number of different innate abilities, until you make room for it by spending other abilities. I have in the past manually copied those innate abilities and made them castable from the spell menu in order to bypass the bug.