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View Full Version : #Spec problem in spell modding.


Burnsaber
February 18th, 2009, 11:52 AM
Apparently the #spec 33554432 (castable only underwater) does not work on modded spells. Is Dr.P still around? If not, is there a somekind of bat-signal to summon him? He is the founder of the spell modding bible and I thought that he might be able to help.

I can work around this by copyspelling "water strike" and modding it to do 0 stun damage. Then I just add the real spell as #nextspell with the "can be cast underwater" (8388608) spec. This works, but when you view the spell in-game it shows the stats for the fluke Water Strike spell, so it's kinda make-shift workaround.

lch
February 18th, 2009, 12:18 PM
Is Dr.P still around? If not, is there a somekind of bat-signal to summon him? He is the founder of the spell modding bible and I thought that he might be able to help.
Yes, he is. He was around the IRC channel for most of the day today. Did you write him a PM if you want to contact him directly?

Burnsaber
February 18th, 2009, 01:16 PM
Yes, he is. He was around the IRC channel for most of the day today. Did you write him a PM if you want to contact him directly?


PM.. Yeah. That would be definately a better way. I really have to get around to going on a epic quest for a brain someday. I was kinda distracted by the fact that he posted anything in 1,5 months I've been around now.

Burnsaber
February 18th, 2009, 02:52 PM
I had a chat with Dr.P in the IrC and he found the anwser. The "castable only underwater" spec (33554432) must be combined with the "can be cast underwater" spec (8388608).