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Custom spells and rune_item
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karma
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Post: #1
Custom spells and rune_item
Take the case i'm scripting a new invisibility spell. I want it to equip i_rune_invisibility as a memory. How can i do it?
Setting proper RUNE_ITEM, DURATION and LAYER don't make the spell create or equip the item. Also, the i_rune_invisibility has LAYER=0 and TYPE=t_spellicon, i can change the type to t_spell but not the layer, so i can't equip it. Funny thing is that the i_rune_invisibility created by the hardcoded spell s_invisibility has LAYER=39 (the one i set as spell's layer).
01-23-2016 06:19 AM
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Kanibal
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Post: #2
RE: Custom spells and rune_item
Code:
[ITEMDEF i_rune_invisibility]
DEFNAME=i_rune_invisibility
ID=i_memory
TYPE=t_eq_script

ON=@Equip
src.invis

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01-23-2016 06:32 AM
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karma
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Post: #3
RE: Custom spells and rune_item
Why would i redefine that item? Also i'm not sure i can do it, i can instead edit the script of i_rune_invisibility, or change after creation the type to t_eq_script. By the way, i don't want to change the script, if possible, i am interested rather in making the thing work like the hardcoded one without changing anything, i'm pretty sure i'm missing something.
01-23-2016 07:41 AM
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karma
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Post: #4
RE: Custom spells and rune_item
Solved by doing this:
Code:
SERV.NEWITEM i_rune_invisibility
NEW.ATTR=026
NEW.MORE2=01
NEW.MOREX=2531 //custom spell number
NEW.TYPE=t_spell
NEW.LAYER=layer_spell_invis
NEW.CONT=<UID>

Anyways, i'm still wondering how can i make it work with RUNE_ITEM,DURATION and LAYER.
01-23-2016 06:25 PM
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Khaos
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Post: #5
RE: Custom spells and rune_item
Now sure if Layer property is RW off the top of my head. You might just have to change the base script or replicate it and do your own layer in the main definition.

Code:
[itemdef i_rune_new_invis]
id=i_rune_invisibility
type=t_eq_object
layer=layer_special

category=Magic
subsection=Runes: New Runes
description=Invisibility Rune (New)

Let me know what is going on. If I am wrong and layer is indeed changeable in game (I don't think it is), it could be the spell code is forcing a layer change (I doubt it though).
02-19-2016 12:27 PM
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karma
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Post: #6
RE: Custom spells and rune_item
In game it isn't changeable, but the code i wrote works, so maybe you can change it before the positioning in the world.
02-19-2016 06:49 PM
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Khaos
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Post: #7
RE: Custom spells and rune_item
Yeah, it is as I thought then. Layer's aren't RW in game, just R. Which makes sense. Super happy you figured this out and have it working. ^_^ Always trying to help when/where I can.
02-19-2016 07:53 PM
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