#Adding spells to hand (no item required)
1 messages · Page 1 of 1 (latest)
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.
UnArmed has a weapon ID
Give it Catalyst Moveset
Also Enable Sorcery, Incantation, Pyromancy and Vow so it can cast anything.
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.
I think pav’s cheat table has a script that does this
so, it's a new item, but, how could it be added to all starting loadouts?
CharaInitParam
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 ?
indeed!
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
oooh, i've been workin' on a modpack for 6 years
it's been always my main thing
even when i was active makin' elden mods
i guess, i'm kinda interested in elden again due to the DLC
a shame i didn't finish some mods on elden before it came out
it's been a while
Your just in time for the expansion lol
true!
so, where should i add, to the initial starting loadouts of the player, an extra item? (the new "staff hand")?
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.
And both L and R swings will be the catalyst moveset
Which is awful
Yep yep
Ohh ?
my DS map is outdated, but the bad part is who knows what's the original regulation.bin

There was not a ton of updates since you took a break it will be at most 2 or max 3 roms back
I believe Rainer posts them each time in Tools. Pretty sure you can get it
Then just grab the newest version on git
hm
my game crashed, interesting
looks like the latest date of the regulation was:
wait... there's no more regulation updates?
i think, before there was a button to update them
and it required the original bin
I have to pretend to work for a few hours. 😵
But I always have time at some point to read and awnser might just take a bit longer have fun Kusa
If its the game that crashes try updating your framework .NET and Xna and also visual c++
hmmm
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
Weapon Id's need to end in a one hundreth Id
There's a reason why all the affinity weapon id's are incremented by + 100
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
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
oooh!, it now works!, thx
