Yeah, I'm sorry I didn't explai what exactly I was asking. Is it possible to change the teleport script so that it till allow you to teleport to unknown locations, that is to teleport based on co-ordinates? Like when you walk you can walk anywhere...
It's probably not possible. There are very few lines for Teleport in SpellList.mes. This means that most of what happens in the spell is controlled by something hardcoded into the game. {1200}{AoE: Tgt_Self} {1201}{Cost: 50, ChargeBeginCost: 0} {1205}{[Begin], Type: EyeCandy, 2, Add} {1206}{[Begin], Type: Movement, Move_Location: Teleport_Tile}
Spells have no scripts or script attachment points in the way that critters and items do. Troika had to custom build the Teleport spell rather than just use the spell commands that most other spells use so I would say that it is beyond the abilities of any modder.
You probably know what I want this for, you mentioned in my other thread, changing the dlg files. Any documents you would reccomend on the subject?
The WorldEd manual. AMTUT gives an easy introduction to general modding but if you only want to change some dialogue then the relevant parts of WorldEd should do you. You don't even have to add new lines of dialogue. In the final field of an existing line of dialogue you can add "mm133". Simple as that. Explanation: mm - mark map area num1 as known on PC’s map {133}{Dungeon of the Dragon Pool}
Indeed it is. I spell checked that post twice (I was tired and kept messing up) but I forgot to idiot check it. The number I gave you was from townmap, which basically decides whether the map should be fogged or not. What I should have given you was the gamearea number but I see you found it yourself.
Hmm. Guess this is a major bump, but I'd like to also teleport from anywhere. I unpacked arcanum1 to 4.dat with dbmaker.exe and the "AntiTeleport.mes" file did not show up. How could I get access to it?