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    •  Downloads: 3248

    •  File Size: 9391

    •  Version: 1.0
    •  Author: Laga Mahesa

SD-SpellBook v1.0 (442 Edition)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Author : Laga Mahesa (Stone-D)
Released : 30/09/2005
Summary : Spell Slot MOD. 4 Active/4 Autocast/2 Reserve.

Description
-----------
Ever found yourself wishing for an extra autocast slot for your mages?
I hereby grant your wishes.

By sacrificing one or two of your 'Reserved Spells' slots, you are now
provided with extra buffage potential.

The UI has been modified to reflect this, in order to avoid confusion.

You may be wondering why I didn't just add an extra two spell slots.

This is indeed possible, and I have been able to adjust the UI to show
the extra slots with no invisi-text issues. However, the spell labels
used for scripting are hard coded into the executable for slots 1-10.

Although the additional slots of 11 and 12 work just fine, I have no
idea what the future ramifications would be. Would the resulting save
games be usable in a future patch? I don't know, so in order to avoid
several tonnes of hate mail, I chose to not add more slots.

Note that this should NOT conflict with any current inventory mods out
there.

Affected Files
--------------
Logic\ui\interfaces\backend\character_spellbook_tab\character_spellbook_tab.gas
Logic\world\ai\jobs\common\brain_party.skrit

ds2 spellslotmd

Item Image

 Downloads offline


SD-SpellBook v1.0 (442 Edition)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Author : Laga Mahesa (Stone-D)
Released : 30/09/2005
Summary : Spell Slot MOD. 4 Active/4 Autocast/2 Reserve.

Description
-----------
Ever found yourself wishing for an extra autocast slot for your mages?
I hereby grant your wishes.

By sacrificing one or two of your 'Reserved Spells' slots, you are now
provided with extra buffage potential.

The UI has been modified to reflect this, in order to avoid confusion.

You may be wondering why I didn't just add an extra two spell slots.

This is indeed possible, and I have been able to adjust the UI to show
the extra slots with no invisi-text issues. However, the spell labels
used for scripting are hard coded into the executable for slots 1-10.

Although the additional slots of 11 and 12 work just fine, I have no
idea what the future ramifications would be. Would the resulting save
games be usable in a future patch? I don't know, so in order to avoid
several tonnes of hate mail, I chose to not add more slots.

Note that this should NOT conflict with any current inventory mods out
there.

Affected Files
--------------
Logic\ui\interfaces\backend\character_spellbook_tab\character_spellbook_tab.gas
Logic\world\ai\jobs\common\brain_party.skrit


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