#Adding spells to hand (no item required)

1 messages · Page 1 of 1 (latest)

tired urchin
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could it be possible, to add spells to the player hand, without requiring any item, so that it can cast spells without a wand or seal?

olive burrow
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Problem is that you need a weapon in order to grant proper scaling and I believe weapons have flags that allow them to cast other spells. You can make a weapon that has an invisible model.

inner garden
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UnArmed has a weapon ID
Give it Catalyst Moveset

Also Enable Sorcery, Incantation, Pyromancy and Vow so it can cast anything.

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But I think the best way of doing this is to equip a staff in your left hand and give it the equip model ID of unarmed so the staff visually goes away. This will permit you to still use your right hand weapon and cast from the left. Visually it will look like you are barehanded. Because if you use the Unarmed ID to cast spells you are stuck with catalyst moveset on your fists and this moveset sucks.

raw dome
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I think pav’s cheat table has a script that does this

tired urchin
olive burrow
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CharaInitParam

inner garden
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No it's always been there...people just tend to forget it exists because fists are not a weapon I guess. So you decided to come back for a mod or 2 ?

tired urchin
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indeed!

inner garden
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What kind of stuff were you making in minecraft ? I used to play quite a bit a few years ago and enjoyed building castle/fort style structures

tired urchin
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it's been always my main thing

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even when i was active makin' elden mods

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i guess, i'm kinda interested in elden again due to the DLC

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a shame i didn't finish some mods on elden before it came out

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it's been a while

inner garden
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Your just in time for the expansion lol

tired urchin
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true!

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so, where should i add, to the initial starting loadouts of the player, an extra item? (the new "staff hand")?

inner garden
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That is another reason to do it with the second method...you can actually add it because no item exists for fist that I know of.

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And both L and R swings will be the catalyst moveset

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Which is awful

tired urchin
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a new wand, with the "skin" of hand

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added to all initial loadouts

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sounds ideal

inner garden
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Yep yep

olive burrow
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CharaInitParam handles starting class gear

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You can add it there

inner garden
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It will go completely unoticed

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And R hand swing + Art will be intact at least

tired urchin
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hmm

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i might be missing a certain crucial thing

inner garden
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Ohh ?

tired urchin
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my DS map is outdated, but the bad part is who knows what's the original regulation.bin

inner garden
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There was not a ton of updates since you took a break it will be at most 2 or max 3 roms back

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I believe Rainer posts them each time in Tools. Pretty sure you can get it

tired urchin
inner garden
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Then just grab the newest version on git

tired urchin
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hm

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my game crashed, interesting

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looks like the latest date of the regulation was:

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wait... there's no more regulation updates?

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i think, before there was a button to update them

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and it required the original bin

inner garden
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I have to pretend to work for a few hours. 😵

tired urchin
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there's no such button now

inner garden
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But I always have time at some point to read and awnser might just take a bit longer have fun Kusa

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If its the game that crashes try updating your framework .NET and Xna and also visual c++

tired urchin
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hmmm

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so i created the item, but it seems to be added as +1, when it has no enchancements available, it also has a higher faith requirement than what i set it to, i also set it a different icon, but it's displaying default

olive burrow
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Weapon Id's need to end in a one hundreth Id

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There's a reason why all the affinity weapon id's are incremented by + 100

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When a weapon is upgraded ReinforceParamWeapon automatically increments weapon Id's by 1 so when you upgrade you are technincally replacing your weapon with another one

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This is a way to automate weapon upgrades since in games up to Bloodborne weapon upgrades were all sperate weapons in EquipParamWeapon that would need to be adjusted individually. You can see why they wanted to automate that process

tired urchin
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oooh!, it now works!, thx