Kit creation questions
#1
Posted 17 July 2005 - 04:40 AM
Is it best to apply a negative value for magic resistances via Weidu byte editing or by .eff files? I'm in for weidu editing over .eff files but thoughts are valued.
#2
Posted 17 July 2005 - 06:31 AM
Essentially a kit is a clab, you're almost certainly going to need to edit one. It's only a text file anyway.I'm keen to avoid CLAB editing for this if possible.
It's not hardcoded but it also isn't adjustable for individual kits. The easiest way to do this is to copy the druid spells (giving them new filenames), and then adding them to the kit via clab.With the generic paladin kit having access to priest spells, is this hard coded/decided by the kits unique identifier? If not, whats the best manner of giving a paladin kit access to basic druid spells rather then clerical ones?
This is done with spells applied via clab. The kit would be added via WeiDU.Is it best to apply a negative value for magic resistances via Weidu byte editing or by .eff files? I'm in for weidu editing over .eff files but thoughts are valued.
#3
Posted 17 July 2005 - 08:04 AM
However, you've said that CLAB editing represents the easiest manner of copying over the spells. Is there another manner which is construed as 'best practice?'
Edited by Origami Samurai, 17 July 2005 - 08:05 AM.
#4
Posted 17 July 2005 - 10:17 AM
- Part One: Limitations of the Engine
- Part Two: Game Files Involved
- Part Three: Installing with WeiDU
- Part Four: Additional WeiDU Functions
(These tutorials are also posted in the tutorials boards of this forum. I was to lazy to look up those links though.)
#5
Posted 17 July 2005 - 10:43 AM
Didn't Cam release one regarding a 'SuperKit' value or somesuch, that enabled a kit to be changed ingame?
#6
Posted 17 July 2005 - 10:49 AM
IF Global("AddMyKit","GLOBAL",0) THEN RESPONSE #100 SetGlobal("AddMyKit","GLOBAL",1) AddKit(MYKIT) END