Yeah but that would only read if the current wizard has cast the global, not if others have. He wants to read globals cast by other wizards in the file.
In that case use the ID of the wizard in question instead of W.
If every other wizard then you have to use a FOR/NEXT loop for all values between 0 and the last wizard and skip using an IF/THEN for the loop being at W.
This should be HASGLOBAL(I,GEDivineOrder)=1), otherwise it seems to be correct.
I have try using "I =0 TO NOFWIZARDS" on ecoskill.cas too but it seem that the file could not not recognize any wizard that not owner of that casting skill. It could only detect content that own by same wizard that own casting skill.
What "Spell2=1014" "Spell2=1004", "Spell2=1001", and "Spell3=1012" mean? are they typo of some sort? or they are code for retort? If it is typo, what should be actual value setting of them?
(January 3rd, 2022, 02:47)Suppanut Wrote: What "Spell2=1014" "Spell2=1004", "Spell2=1001", and "Spell3=1012" mean? are they typo of some sort? or they are code for retort? If it is typo, what should be actual value setting of them?
A quick look at the numbers themselves tells me with 99% certainty that the values over 1000 are retorts with an offset of 1000. Using MASTER.CAS as a basis, that means:
They line up pretty well and make sense in the combinations you've listed. This form of variant type handling is quite common in the original code as well.
(January 3rd, 2022, 02:47)Suppanut Wrote: What "Spell2=1014" "Spell2=1004", "Spell2=1001", and "Spell3=1012" mean? are they typo of some sort? or they are code for retort? If it is typo, what should be actual value setting of them?
A quick look at the numbers themselves tells me with 99% certainty that the values over 1000 are retorts with an offset of 1000. Using MASTER.CAS as a basis, that means:
They line up pretty well and make sense in the combinations you've listed. This form of variant type handling is quite common in the original code as well.
(January 4th, 2022, 08:57)zitro1987 Wrote: Would it help Seravy if we have a separate thread for modding bug reporting? Keeping this one for unmodded game bugs?
Maybe, but there aren't all that many bug reports of either kind right now to need it yet.