Nicolas Weeger wrote: > Nice idea to have spells :) > Imagine a sword casting a fireball, something like that :) Yeah. Thanks :-) > > After checking, the issue is that your rod doesn't have the "map" > field correctly set. So when cast_spell calls get_map_flags > (spell_util.c:1041), op being said rod, its map is NULL, which is a > Bad Thing (tm). > The solution seems to do: > CFPython.CastAbility(activator, spellrod, spellname, direction, "") > > ie swap activator & spellrod. > That seems to work, as far as i can tell Thanks! It looks like I was silly and got the two mixed up there. That part is fixed now. > (even though i wonder why i get a lightning when the spell is chaos > spray...) Due to the first issue I mentioned in my first e-mail, I hardcoded it to "spell_sm_lightning" for testing. I'm going to add the needed functionality (getting the archetype name from an object) to the python plugin later tonight. I just encountered another problem. For the direction to cast the spell, I'm using "GetDirection(activator)" which does properly get the direction that the player is going if the player is running, but it returns 0 (i.e. casting a cone spell around you or bolt under you) when the player is not running. Any ideas? Thanks, Alex Schultz (aka Rednaxela)