Staredit Network > Forums > Modding Assistance > Topic: Giving non-spellcasters spells
Giving non-spellcasters spells
Jun 6 2009, 9:15 pm
By: Biophysicist  

Jun 6 2009, 9:15 pm Biophysicist Post #1



In my mod, all units need to be able to cast Stasis Field. (Don't ask why, I have a very good reason but I don't want to explain it yet.) This includes the non-spellcasting units. In orders.dat, I set the Stasis Field to use "None" for its Energy field, yet attempting to cast Stasis Field with a non-spellcaster unit results in the "Not enough energy" message. Is there any way, short of giving everything spellcaster, that I could possibly make this work?

Post has been edited 1 time(s), last time on Jun 6 2009, 9:29 pm by TassadarZeratul.



None.

Jun 6 2009, 9:25 pm Sand Wraith Post #2



Why should giving everything Feedback fix your problem?
Why can't all of your units have energy?




Jun 6 2009, 9:30 pm Biophysicist Post #3



Quote
Why should giving everything Feedback fix your problem?
It wouldn't. I meant to say "giving everything energy".

Quote
Why can't all of your units have energy?
It looks weird and I have a Feedback caster.



None.

Jun 6 2009, 10:12 pm Sand Wraith Post #4



Change the orders.dat entry back to Stasis Field.

techdata.dat: ID22 (Stasis Field).
Under "Technology Cost" is "Energy:". Change to 0 for no energy cost.

That should work.




Dec 3 2009, 9:44 am Mr_Grey Post #5



In Cloak case, however, after just unsetting spellcaster flag, Wraiths in my mod were capable of maintaining cloak for undefinite amount of time and switching it at will. Cloak is quite hardcoded, so in weapon-spell it probably wouldn't work.



None.

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