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Spell.ids in dire need of update


ItchyDani3l

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There is a Spell.ids listing for BG:EE on the IESDP that is out of date (?).

 

http://gemrb.org/iesdp/files/ids/bgee/spell.htm

 

Basically, many of these spells do not work. I understand it's possible that Overhaul simply gutted the contents of the spells while leaving the indeces behind, but the bottom line is that they contain nothing and have no effect. I'm not even sure if the game recognizes the spells, which is why I'd like a new .ids.

 

Is there an existing updated BGEE Spell.ids that I can get, and if not, how would I go about differentiating between the garbage and the spells that actually function?

 

I exported a spell listing for BG:EE from my NI, and it seems like most of these spells ARE in the game, but just don't do anything, which is rubbish.

Any ideas?

 

Any help would be greatly appreciated.

 

Here's an example for anyone who's interested:

2918 WIZARD_BIGBYS_CRUSHING_HAND (SPWI918)

2923 WIZARD_SUMMON_PLANATAR_GOOD (SPWI923)

 

Both of these spells were first implemented in BG2:ToB, yet SPWI918 works in BGEE while SPWI923 does not.

Basically the ONLY difference between these spells is that SPWI923 is technically a "High Level Ability," which may be why Overhaul removed it from BGEE, thinking nobody would care or notice. Of course, the part that's most bothersome is that they left the index there instead of removing all of the spells that they gutted.

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They're 9th- and 10th-level spells in a game that's capped by default at 161,000xp. I suppose it would be nice is the devs removed them from spell.ids, but any situation in which it causes problems is pretty much definitionally a fringe case.

 

They work fine in BG2EE. And so they'll work fine when EET is released and combines the two games. So, methinks this isn't the end of the world.

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Yeah of course they work fine in BG2:EE. That's what these spells were originally intended for.

 

No this is not a copy of BG1 Spell.ids. It's actually closer to a copy of BG2:ToB Spell.ids, but the problem is that the contents of many of the spells changed when they made the transition to the EE re-releases.

 

Subtle, what do you mean by EET? They are re-releasing the two EE games as one? Is that also going to contain IWDEE and IWD2EE?

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Subtle, what do you mean by EET? They are re-releasing the two EE games as one? Is that also going to contain IWDEE and IWD2EE?

The EET is the Enhanced Edition Trilogy mod. It's a beta, so ...

And IWD2EE, hah. I don't actually think they will even do such.

 

, yet SPWI918 works in BGEE while SPWI923 does not.

Yep, but the reason is that the file SPWI923.spl doesn't exist ! You are welcomed to copy the BG2EE's file and paste it to the BG1EE override directory and then it will work as intended and without any bugs.
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Can you just copy the spells themselves over from BG2EE to BGEE?

 

EET is being worked on as a successor to BGT. BGEE is like Tutu: the first game in the second game's engine. BGT is, instead, the first game in the second game. All of BG1's resources dumped into BG2, and the start changed, and a cut-scene added for the transition, so they become a single game.

 

EET will put BGEE into BG2EE, not t play with an updated engine (they're already the same) but to combine the two games into a single experience.

 

A side effect is, in the small areas where the engines are NOT the same (like this one), you should get the benefit of the BG2EE engine being dominant.

 

(I don't think it will ever have anything to do with IWDEE, though.)

 

EDIT - Jarno, I'm on a phone at the moment, I can't download the beta, so can you answer this: what is the technical basis of EET? Is it Weidu-based, like the recent versions of BGT? Or is it a stupid Windows-only program, like the stupid BWS? ( :) )

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EDIT - Jarno, I'm on a phone at the moment, I can't download the beta, so can you answer this: what is the technical basis of EET? Is it Weidu-based, like the recent versions of BGT? Or is it a stupid Windows-only program, like the stupid BWS? ( :) )

EET is WeiDU based but it'll contain a compiled program some day (don't worry—I'm behind that so there will be Mac OSX versions for sure... Windows users can start woo'ing me right now).
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EDIT - Jarno, I'm on a phone at the moment, I can't download the beta, so can you answer this: what is the technical basis of EET? Is it Weidu-based, like the recent versions of BGT?

Well, the EET is weidu based obviously, but unlike with the BGT-weidu, the download size is a lot larger(~500MB's, which incidentally was the size of the original non-weidu BGT), so it's likely that the file-to-file converter is not exactly perfect, and so K4thos has had to make a few compromises like with the movie files, and sounds. Also the fun fact is, you can install most of the BG1EE mods to the first game and the EET will be able to bring them to the BG2EE game. Well that's at least the hope, and the files contain a compatibility list, ouh, and there's already a Polish translation, by K4tho of course.

I believe it's Windows only... hurray for the master race ! Boo CrevsDaak... ouh, it was woo... hmm. :devlook:

Man you are on fire today ! :worship:

 

Or is it a stupid Windows-only program, like the stupid BWS? ( :) )

Well, you are welcome to try to bring multiplatform program to do all the things the BWS does... it was programmed on Linux. So...

 

EET is being worked on as a successor to BGT. BGEE is like Tutu

No... The original BG1Tutu replaced the BG2 story-arch with the story-arch of the BG1, in the original BG2 game. So installing it over meant that you couldn't play the BG2... as you practically could install another BG2:ToB game. Today you still can't, but just copy another.
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Eh, I have nothing against Windows. I just don't have Windows. And BWS is ambitious and, at this point, really impressive. I'm just sad that I can't use it. With all the possibilities for cross-platform software out there - Java, WINE, X-Window, what have you - that used to actually be straight-up impossible, beyond a pipe dream... it's a shame for free software in 2015 to have 1990s-style platform limitations.

 

BWS was seriously programmed on Linux and can't work on *NIX systems? That doesn't sound right...

 

Just sayin'...

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BWS was developer 7 years ago, not in 2015. And if dabus would use Java back then, we would have only welcome screen instead of what we have got with the Au3. You can program an C# application using you phone with the help of the notepad :)

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, yet SPWI918 works in BGEE while SPWI923 does not.

Yep, but the reason is that the file SPWI923.spl doesn't exist ! You are welcomed to copy the BG2EE's file and paste it to the BG1EE override directory and then it will work as intended and without any bugs.

 

 

Thanks for pointing that out Jarno.

Yes, so while the spells are listed in the Spell.ids, they are not included in the game as .spl files.

Does anyone have an exported list of spells that are actually in the game? If not, how can I export the list myself?

I'd much rather not have to open NI every time I need to check if the Spell.ids is correct.

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I'm pretty sure it's only high-level stuff... why not just dump every BG2EE spell that begins with "spwi9..." into your BGEE override folder? It's a blunt suction but it would literally take 30 seconds, vs. hours of investigating every missing spell.

 

Also the spells from the deck of many things.

I'm guessing the wish spell effects are also gone.

 

Several other random spells are gone like 3627 FROZEN_DEATH and 3580 IMPRISONMENT_NO_SAVE.

 

Unless someone already has a list (which would be great), it looks like i'm going to have to go through the NI .SPL folder and record which of the spells are present, and compare them against the Spell.ids.

It should only take about 1 or 2 hours if I do it right.

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This is a good task for a computer.

 

ACTION_DEFINE_ASSOCIATIVE_ARRAY num2spl BEGIN
  1 => sppr
  2 => spwi
  3 => spin
  4 => spcl
END

COPY_EXISTING - ~spell.ids~ ~override~
  PATCH_PRINT ~# Missing spells:~
  REPLACE_EVALUATE ~^\([0-9]\)\([0-9][0-9][0-9]\) \([^%MNL%%LNL%]+\)~ BEGIN
    SPRINT prefix $num2spl(~%MATCH1%~)
    PATCH_IF (NOT FILE_EXISTS_IN_GAME ~%prefix%%MATCH2%.spl~) BEGIN
      PATCH_PRINT ~# %prefix%%MATCH2% (%MATCH3%)~
    END
  END ~\1\2 \3~
Output is something like this on a not up-to-date version of BGEE:

 

 

 

# Missing spells:
# sppr112 (CLERIC_CIRCLE_OF_PROTECTION)
# sppr114 (CLERIC_ANIMAL_FRIENDSHIP)
# sppr115 (CLERIC_ENDURE_HEAT_COLD)
# sppr215 (CLERIC_RESIST_COLD)
# sppr316 (CLERIC_CURE_BLIND_DEAF)
# sppr714 (CLERIC_ENERGY_DRAIN)
# sppr716 (CLERIC_SPACE_WARP)
# sppr722 (CLERIC_STORM_OF_VENGEANCE)
# sppr723 (CLERIC_ELEMENTAL_SWARM)
# sppr724 (CLERIC_GREATER_ELEMENTAL_SWARM)
# sppr725 (CLERIC_GLOBE_OF_BLADES)
# sppr726 (CLERIC_SUMMON_DEVA)
# sppr727 (CLERIC_SUMMON_FALLEN_DEVA)
# sppr728 (CLERIC_IMPLOSION)
# sppr730 (CLERIC_AURA_OF_FLAMING_DEATH)
# sppr731 (CLERIC_ELEMENTAL_TRANSFORMATION_FIRE)
# sppr732 (CLERIC_ELEMENTAL_TRANSFORMATION_EARTH)
# spwi025 (TRAP_LIGHTNING_ORB1)
# spwi026 (TRAP_LIGHTNING_ORB2)
# spwi027 (TRAP_LIGHTNING_ORB3)
# spwi109 (WIZARD_HOLD_PORTAL)
# spwi121 (WIZARD_REVEAL_MAGIC)
# spwi122 (WIZARD_PROTECTION_CIRCLE)
# spwi204 (WIZARD_FOG_CLOUD)
# spwi216 (WIZARD_WIZARD_LOCK)
# spwi610 (WIZARD_MONSTER_SUMMONING_4)
# spwi709 (WIZARD_TATTOOS_OF_POWER)
# spwi801 (WIZARD_DELETED)
# spwi814 (WIZARD_OTTOS_IRRESISTIBLE_DANCE)
# spwi921 (WIZARD_IMPROVED_ALUCRITY)
# spwi922 (WIZARD_DRAGONS_BREATH)
# spwi923 (WIZARD_SUMMON_PLANATAR_GOOD)
# spin928 (MEPHIT_GAS_FORM)
# spin705 (TRAP_PENDULUM)
# spin655 (DM_IMPROVED_HASTE)
# spin654 (DM_FIRE_PROTECTION)
# spin653 (DM_COLD_PROTECTION)
# spin652 (DM_MAGIC_PROTECTION)
# spin651 (DM_SEE_INVISIBLE)
# spin650 (DM_SHIELD)
# spin648 (HOLD_PERSON_NO_SAVE)
# spin647 (DISPEL_NO_SAVE)
# spin646 (DEAD_MAGIC_AREA)
# spin645 (WILD_MAGIC_AREA)
# spin644 (BALOR_FIRE_SHIELD)
# spin643 (FAN_BLOW)
# spin642 (POISONOUS_CLOUD)
# spin641 (DECK_VITALITY_DRAIN)
# spin640 (DECK_XP_DRAIN)
# spin639 (DECK_PLAGUE)
# spin638 (DECK_TRIUMPH)
# spin637 (DECK_GUILE)
# spin636 (DECK_DEFIANCE)
# spin635 (DECK_STRIFE)
# spin634 (DECK_HIGH_PRIESTESS)
# spin633 (DECK_EMPRESS)
# spin632 (DECK_EMPEROR)
# spin631 (DECK_CONSTRUCT)
# spin630 (DECK_STRENGTH)
# spin629 (DECK_WHEEL)
# spin628 (SLOW_FREEZE)
# spin627 (FROZEN_DEATH)
# spin626 (DECK_DONJON)
# spin625 (DECK_RUIN)
# spin624 (DECK_VOID)
# spin623 (DECK_MAGICIAN)
# spin622 (DECK_SKULL)
# spin621 (DECK_KEY)
# spin620 (DECK_STAR)
# spin619 (DECK_THRONE)
# spin618 (DECK_MOON)
# spin617 (DECK_EURYALE)
# spin616 (DECK_FLAMES)
# spin615 (DECK_KNIGHT)
# spin614 (DECK_ROGUE)
# spin613 (DECK_TALONS)
# spin612 (DECK_FOOL)
# spin611 (DECK_COMET)
# spin610 (DECK_FATES)
# spin609 (DECK_GEM)
# spin608 (DECK_VIZIER)
# spin607 (DECK_JESTER)
# spin606 (DECK_SUN)
# spin605 (CHROMATIC_DEMON_YELLOW)
# spin604 (CHROMATIC_DEMON_GREEN)
# spin603 (CHROMATIC_DEMON_WHITE)
# spin602 (CHROMATIC_DEMON_RED)
# spin601 (SPECIAL_SWEET_AIR)
# spin600 (SAREVOK_SOULSTEAL)
# spin599 (FIRE_HEALING)
# spin598 (SAREVOK_FLASHY1)
# spin597 (BLUE_DRAGON_BREATH)
# spin596 (BROWN_DRAGON_BREATH)
# spin595 (YELLOW_DRAGON_BREATH)
# spin594 (DEMOGORGON_CHANGE)
# spin593 (ODREN_RITUAL_SCROLL)
# spin592 (HELM_RITUAL_SCROLL)
# spin591 (GAIN_ONE_STR_PERMANENT)
# spin590 (GAIN_ONE_CON_PERMANENT)
# spin589 (LOSE_ONE_INT_PERMANENT)
# spin588 (LOSE_ONE_DEX_PERMANENT)
# spin587 (LOSE_FIVE_LEVELS)
# spin586 (LOSE_FIFTEEN_LEVELS)
# spin585 (GAIN_MAGIC_RESIST_PERMANENT)
# spin584 (GAIN_HASTE_TEMPORARY)
# spin583 (POISON_NO_SAVE)
# spin582 (CONFUSION_NO_SAVE)
# spin581 (RESTORATION_IGNORE_RESIST)
# spin580 (IMPRISONMENT_NO_SAVE)
# spin579 (POWER_AMP)
# spin578 (GAIN_ONE_AC)
# spin577 (GAIN_ONE_THACO)
# spin576 (DENSE_PUDDING_SPLIT)
# spin574 (IMOEN_BHAAL1)
# spin573 (IMOEN_BHAAL2)
# spin572 (CUTSCENE_HASTE)
# spin571 (SUCCUBUS_KISS)
# spin570 (SUMMON_FIRE_ELEMENTAL)
# spin569 (SUMMON_ICE_SALAMANDER)
# spin568 (MIMIC_POISON)
# spin567 (MIMIC_FIRE)
# spin566 (MIMIC_WEB)
# spcl900 (WARRIOR_WHIRLWIND)
# spcl901 (WARRIOR_GREATER_WHIRLWIND)
# spcl902 (WARRIOR_DEATHBLOW)
# spcl903 (WARRIOR_GREATER_DEATHBLOW)
# spcl904 (WARRIOR_RESIST_MAGIC)
# spcl905 (WARRIOR_CRITICAL_STRIKE)
# spcl906 (WARRIOR_POWER_ATTACK)
# spcl907 (WARRIOR_HARDINESS)
# spcl908 (WARRIOR_WAR_CRY)
# spcl909 (WARRIOR_SMITE)
# spcl910 (ROGUE_SET_SPIKE_TRAP)
# spcl911 (ROGUE_SET_EXPLODING_TRAP)
# spcl912 (ROGUE_SET_TIME_TRAP)
# spcl913 (ROGUE_EVASION)
# spcl914 (ROGUE_GREATER_EVASION)
# spcl916 (ROGUE_ASSASINATION)
# spcl917 (ROGUE_AVOID_DEATH)
# spcl923 (PALADIN_SUMMON_DEVA)
# spcl924 (DRUID_IMMUNE_POISON)
# spcl925 (DRUID_RESISTS)
# spin565 (GAROCK_TELEPORT)
# spin564 (SKULL_EXPLODE)
# spin563 (HOLY_PILLAR_VISUAL)
# spin562 (ICE_GOLEM_STEAM)
# spin561 (FIRE_GIANT_LAVA)
# spin560 (BURNING_MAN_CINDER_SHOWER)
# spin559 (BURNING_MAN_KEENING)
# spin558 (ERINYES_CHARM)
# spin557 (GAIN_ONE_DEX_PERMANENT)
# spin556 (GAIN_ONE_INT_PERMANENT)
# spin555 (GAIN_ONE_WIS_PERMANENT)
# spin554 (GAIN_ONE_CHA_PERMANENT)
# spin553 (NALMISSRA_CHARM)
# spin552 (HIVE_MOTHER_DISINTEGRATE)
# spin551 (HIVE_MOTHER_CAUSE_SERIOUS_WOUNDS)
# spin550 (HIVE_MOTHER_ANTIMAGIC_RAY)
# spin549 (SUMMON_INFERNAL_HOST)
# spin548 (DEMOGORGON_GATE)
# spin547 (PSIONIC_PROJECT_FORCE)
# spin546 (PSIONIC_INERTIAL_BARRIER)
# spin545 (PSIONIC_LIFE_DRAIN)
# spin544 (PSIONIC _SUPERIOR_INVISIBILITY)
# spin543 (PSIONIC_INFLICT_PAIN)
# spin542 (PSIONIC_DISINTEGRATE)
# spin541 (SAR_DIVINATION)
# spin540 (RABBIT_POWER)
# spin539 (FLAMING_SKULL_BOLT)
# spin538 (MAJOR_POLYMORPH)
# spin537 (TROLL_FIRE_CHANGE)
# spin536 (LICH_FEAR)
# spin535 (GREEN_DRAGON_BREATH)
# spin534 (SUMMON_DEVIL_SHADE)
# spin533 (SENDAI_CHANGE)
# spin532 (DRAGON_LOWER_ELECTRICAL)
# spin531 (ABAZIGAL_SHOCKWAVE)

 

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