#How to create a spell from nothing
18 messages · Page 1 of 1 (latest)
There's a "magic" category in smithbox where you can check all the spells in game, there you can change the reference ID to said spell and the type of reference , like if its an Speffect, an attack param or a Bullet,the type of reference and how many of them are required will also depend on the motion used for the casting
If u want to make a legitimately new spell u need to make a new TAE entry in dsas. U can call bullet behaviors from the animation files. There should be a guide somewhere on here (I think in #tools-and-resources ). I’ll link it for you
Lmk if u need help. I’m still pretty new to modding but I’ll answer what i can
I'll have to check that out in detail, but i have a question, i made a new incantation in the magic params, made new bullets that are linked to this magic param, but to give the incantation to myself i need to have a valid "Equipparamgoods" for it
But where is it linked to the magic param ?
Referencing this exemple, where is it linked to it's magic counterpart
And is there any "Magic" param equivalent for ashes of war ? the magic param dictates which bullets are linked ect but it's not the same with SwordArtsParam, so i want to know if there is any equivalent somewhere that i don't know of
you just need to match the ids
all the "Magic" param ids are equal to their "EquipParamGoods" counterparts
just be aware of sortID so it actually ends up where you want it in the memorize spell menu
Yeah i just did and it worked, just need to know if there is something similar for ashes of war
I did my own incantation by tweaking the beast claw as a new one and it works perfectly
That i understand, but where do you link bullets to an ash of war ? the "magic" param makes it pretty clear but is it not the same for ashes of war ?
u need to do it in dsas