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List and TO DO:

* NOT installed in IWDEE *

DONE

--> CASTER_SPELL_NAME (add to IDS)

ADD_SPELL: CASTER_SPELL_NAME (self explanatory)

[spell Name] eff Rename: [Old sp Name.eff] --> [New sp Name.eff]

[spell Name] Sec Spell Rename: [Old sp Name.spl] --> [New sp Name.spl]

 

Note: Only assigning Alias IDS entries to 'replacement' spells if done here: http://gibberlings3.net/forums/index.php?showtopic=29674&st=0

Assigning IDS values according to this thread under the assumption that SCS uses them.

 

Renamed Sec Spells:
Faerie Fire: sppr114f.spl --> DVPR114F.spl
Cause Light Wounds: sppr119d.spl --> DVPR119D.spl
Cause Moderate Wounds: sppr219d.spl --> DVPR219D.spl
Contagion: sppr311d.spl --> DVPR311D.spl
Cause Serious Wounds: sppr321d.spl --> DVPR321D.spl
Cause Critical Wounds: sppr414d.spl --> DVPR414D.spl
Animal Growth: sppr525d.spl --> DVPR525D.spl
Ball Lightning: spwi526d.spl --> DVWI524D.spl //yes, that's correct
Mestil's Acid Sheath: spwi526d.spl --> DVWI526D.spl
Renamed Effs:
Spike Growth: sppr325i.eff --> DVPR325I.eff
Renamed 2DAs:
Protection from Elemental Energy: spwi426.2da --> DVWI426.2da

 

Additional Alias IDS Entries:

 

1209 => CLERIC_KNOW_OPPONENT (has the same value as CLERIC_KNOW_ALIGNMENT so either can be used)

1307 => CLERIC_BREAK_ENCHANTMENT (has the same value as, CLERIC_REMOVE_CURSE so either can be used)

1402 => CLERIC_ANIMAL_SUMMONING_SR_4 (has the same value as CLERIC_ANIMAL_SUMMONING_1 so either can be used)

1501 => CLERIC_ANIMAL_SUMMONING_SR_5 (has the same value as CLERIC_ANIMAL_SUMMONING_2 so either can be used)

1602 => CLERIC_ANIMAL_SUMMONING_SR_6 (has the same value as CLERIC_ANIMAL_SUMMONING_3 so either can be used)

 

2207 => WIZARD_BATTERING_RAM (has the same value as WIZARD_KNOCK so either can be used)

2208 => WIZARD_KNOW_OPPONENT (has the same value as WIZARD_KNOW_ALIGNMENT so either can be used)

2309 => WIZARD_MONSTER_SUMMONING_SR_3 (same value as WIZARD_MONSTER_SUMMONING_1 so either can be used)

2410 => WIZARD_BREAK_ENCHANTMENT (same value as WIZARD_REMOVE_CURSE so either can be used)

2423 => WIZARD_MONSTER_SUMMONING_SR_4 (same value as WIZARD_SPIDER_SPAWN so either can be used)

2605 => WIZARD_BANISHMENT (Same value as WIZARD_DEATH_SPELL so either can be used)

2801 => WIZARD_GHOSTFORM (same value as WIZARD_DELETED in BG(2)EE or WIZARD_MONSTER_SUMMONING_6 in IWDEE

 

New ADD_SPELL values

 

CLERIC_POLYMORPH_OTHER (SPPR519) Druid polymorph other

CLERIC_ANIMAL_SUMMONING_SR_7 (SPPR716) Animal Summoning VII

 

WIZARD_KNOW_ALIGNMENT_SR_1 (SPWI126) Detect Alignment, 1st level version

WIZARD_RESIST_ELEMENTS (SPWI225) Resist Elements, wiz 2nd level version

WIZARD_BALL_LIGHTNING (SPWI524) Ball Lightning (not created yet, it appears--same value as prot from fire below)

WIZARD_PROTECTION_FROM_FIRE_SR_5 (SPWI524) 5th lev prot from fire (yes, currently same value as ball lightning)

WIZARD_PROTECTION_FROM_COLD_SR_5 (SPWI525) 5th lev prot from cold

 

 

Changes outside the scope of ADD_SPELL: Any other changes (and justification for those changes) will be noted here.

 

- Added scroll icon for wiz Resist Elements (used cleric Resist Elements from IWDEE). Reason:: The scroll was missing a proper icon and a suitable bam was available and easy to add.

- 4th level d.jump (spwi402.spl) disabled for IWDEE, etc. It was showing up in spell selection in IWDEE (at least) at 4th level during character creation (by the description is a 1st level spell)

- 4th level monster summoning II (SPWI407) disabled for IWDEE, etc. It was showing up in spell selection in IWDEE (at least) at 4th level during character creation (shouldn't exist alongside SR Monster Summoning IV)

 

Suggestions:

- ADD_SPELL Contagion in all games (rather than replacing Rigid Thinking)

- Regenerate spells only protect vs. lower level/less effective versions of regenerate

- Use IWDEE icon bams for Expeditious Retreat (both IWDEE and non-iwdee version--currently uses prot from petrification)

 

General Issues:

 

- IWDEE: SPPR210, SPPR619, SPWI326 are added to Hidespl.2da making spells with these values unavailable (only an issue with SPPR210 Resist Elements)

 

Priest Spells

 

Level 1:

 

  • Faerie Fire (SPPR114): ADD_SPELL: CLERIC_FAERIE_FIRE
  • Faerie Fire Sec Spell name change: sppr114f.spl --> DVPR114F.spl
  • Strength of Stone (SPPR115) ADD_SPELL: CLERIC_STRENGTH_OF_STONE
  • Sunscorch (SPPR116): ADD_SPELL: CLERIC_SUNSCORCH
  • Regenerate Light Wounds (SPPR117): ADD_SPELL: CLERIC_REGENERATE_LIGHT_WOUNDS
  • Issue: Protects vs. SPPR217, SPPR619/711/217/323/419 (i.e. other regen spells)
  • Goodberry (SPPR118) ADD_SPELL: CLERIC_GOODBERRY_DRUID_VERSION
  • * Cause Light Wounds (SPPR119) ADD_SPELL: CLERIC_CAUSE_LIGHT_WOUNDS *
  • Cause Light Wounds Sec Spell name change: sppr119d.spl --> DVPR119D.spl
  • Animal Summoning I (SPPR120) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_1
  • Obscuring Mist (SPPR121) ADD_SPELL: CLERIC_OBSCURING_MIST
  • Obscuring Mist eff Rename: sppr121i.eff --> DVPR121i.eff
  • Remove unnecessary ALTER_EFFECTS, etc.

 

Level 2:

 

  • Know Opponent (SPPR209) --> CLERIC_KNOW_OPPONENT
  • Resist Elements (SPPR210) --> CLERIC_RESIST_ELEMENTS
  • Cure Moderate Wounds (SPPR215) ADD_SPELL: CLERIC_CURE_MODERATE_WOUNDS
  • Fire Trap (SPPR216): ADD_SPELL: CLERIC_FIRE_TRAP
  • Regenerate Moderate Wounds (SPPR217): ADD_SPELL: CLERIC_REGENERATE_MODERATE_WOUNDS
  • Issue: Protects vs. SPPR619/711/117/323/419 (i.e. other regen spells)
  • Gust of Wind (Druid) (SPPR218) ADD_SPELL: CLERIC_GUST_OF_WIND_DRUID_VERSION
  • * Cause Moderate Wounds (SPPR219) ADD_SPELL: CLERIC_CAUSE_MODERATE_WOUNDS *
  • Cause Moderate Wounds Sec Spell Rename: sppr219d.spl --> DV
  • Animal Summoning II (SPPR220) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_2
  • Remove unnecessary ALTER_EFFECTS, etc.

 

Level 3:

  • Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENT
  • Contagion (SPPR311) Does not replace rigid thinking in IWDEE. ADD_SPELL in IWDEE: CLERIC_CONTAGION Non IWDEE: --> CLERIC_CONTAGION
  • Contagion Sec Spell Name Change: sppr311d.spl --> DVPR311D.spl
  • Issue:Why does this spell not replace Rigid Thinking in IWDEE??? Should it just be added by ADD_SPELL in all games?
  • Contagion Sec Spell Name Change sppr311d.spl --> DVPR311D.spl
  • Gust of Wind (SPPR (Cleric version?) --> CLERIC_GUST_OF_WIND
  • Animal Summoning III (SPPR320) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_3
  • * Cause Serious Wounds (SPPR321) ADD_SPELL: CLERIC_CAUSE_MEDIUM_WOUNDS *
  • Cause Serious Wounds Sec Spell Rename: sppr321d.spl --> DVPR321D.spl
  • Storm Shield (SPPR322) ADD_SPELL: CLERIC_STORM_SHIELD
  • Issue: Storm Shield: Protects vs. SPWI213/502/614/810, WAND13, SPPR319/517/717/319B/517B/717B/322
  • Regenerate Serious Wounds (SPPR323) ADD_SPELL: CLERIC_REGENERATE_SERIOUS_WOUNDS
  • Issue: Protects vs. SPPR619/711/117/217/419 (i.e. other regen spells)
  • Magic Fang (SPPR324) ADD_SPELL: CLERIC_MAGIC_FANG
  • Issue: Why not installed in IWDEE??? Installing in IWDEE
  • * Spike Growth (SPPR325) ADD_SPELL: CLERIC_SPIKE_GROWTH *
  • Spike Growth Eff Name change: sppr325i.eff --> DVPR325I.eff
  • Issue: Why not installed in IWDEE??? Not needed (already a version in IWDEE)
  • Icelance (SPPR326) ADD_SPELL: CLERIC_ICELANCE
  • Remove unnecessary ALTER_EFFECTS, etc.

 

Level 4:

  • Protection from Lightning Disabled in IWDEE as in other games
  • * Cause Critical Wounds (SPPR414) *
  • Ice Storm (SPPR418) ADD_SPELL: CLERIC_ICE_STORM
  • Regenerate Critical Wounds (SPPR419) ADD_SPELL: CLERIC_REGENERATE_CRITICAL_WOUNDS
  • Issue: Protects vs. SPPR619/711/117/217/323 (i.e. other regen spells)

 

Level 5:

  • * Cause Wounds (SPPR510) Disabled *
  • * Slay Living * (SPPR511) *
  • Polymorph Other (SPPR519) ADD_SPELL: CLERIC_POLYMORPH_OTHER
  • Protection from Acid (SPPR520) ADD_SPELL: CLERIC_PROTECTION_FROM_ACID
  • Protection from Cold (SPPR521) ADD_SPELL: CLERIC_PROTECTION_FROM_COLD
  • Protection from Lightning (SPPR522) ADD_SPELL: CLERIC_PROTECTION_FROM_LIGHTNING
  • Protection from Fire (SPPR523) ADD_SPELL: CLERIC_PROTECTION_FROM_FIRE
  • Mass Regenerate (SPPR524) ADD_SPELL: CLERIC_MASS_REGENERATE
  • Animal Growth (SPPR525) ADD_SPELL: CLERIC_ANIMAL_GROWTH

Level 6:

  • * Harm (SPPR608) *
  • Regeneration (SPPR619) ADD_SPELL: CLERIC_REGENERATION_DRUID_VERSION
  • Banishment (SPPR620) ADD_SPELL: CLERIC_BANISHMENT
  • Conjure Air Elemental (SPPR621) ADD_SPELL: CLERIC_CONJURE_AIR_ELEMENTAL
  • Conjure Earth Elemental (SPPR622) ADD_SPELL: CLERIC_CONJURE_EARTH_ELEMENTAL
  • Animate Skeleton Warrior (SPPR623) ADD_SPELL: CLERIC_ANIMATE_SKELETON_WARRIOR
Level 7:
  • Animal Summoning VII (SPPR716) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_7

Mage Spells

 

 

Level 1:

 

  • Monster Summoning I (SPWI107) --> WIZARD_MONSTER_SUMMONING_SR_1
  • Obscuring Mist (SPWI106) --> WIZARD_OBSCURING_MIST
  • Expeditious Retreat (SPWI108) ADD_SPELL IN IWDEE: WIZARD_EXPEDITIOUS_RETREAT Non IWDEE: --> WIZARD_EXPEDITIOUS_RETREAT
  • Dimension Jump (SPWI109) ADD_SPELL: WIZARD_DIMENSION_JUMP
  • True Strike (SPWI111) --> WIZARD_TRUE_STRIKE
  • Detect Alignment (SPWI126) ADD_SPELL: WIZARD_KNOW_ALIGNMENT_SR_1

Level 2:

 

  • Detect Alignment (SPWI202) No problem: disables detect evil
  • Battering Ram (SPWI207) --> WIZARD_BATTERING_RAM
  • Know Opponent (SPWI208) --> WIZARD_KNOW_OPPONENT
  • Sound Burst (SPWI223) --> WIZARD_SOUND_BURST
  • Resist Elements (SPWI225) ADD_SPELL: WIZARD_RESIST_ELEMENTS
  • Monster Summoning II (SPWI226) ADD_SPELL: WIZARD_MONSTER_SUMMONING_SR_2

 

Level 3:

 

  • Monster Summoning III (SPWI309) --> WIZARD_MONSTER_SUMMONING_SR_3
  • Icelance (SPWI327) ADD_SPELL: WIZARD_ICELANCE

 

Level 4:

 

  • Dimension Door (disabled at this lvl) (SPWI402) Disabled for selection at creation in IWDEE, etc. (moved to 1st level)
  • Monster Summoning II (Disabled at this lvl) (SPWI407) Disabled for selection at creation in IWDEE, etc.
  • Break Enchantment (SPWI410) --> WIZARD_BREAK_ENCHANTMENT
  • Monster Summoning IV(SR)(SPWI423) --> WIZARD_MONSTER_SUMMONING_SR_4
  • Protection from Elemental Energy (SPWI426) ADD_SPELL: WIZARD_PROTECTION_FROM_ELEMENTAL_ENERGY
  • Vitriolic Sphere (SPWI427) ADD_SPELL: WIZARD_VITRIOLIC_SPHERE

 

Level 5:

  • Summon Shadow (SPWI501) --> WIZARD_SUMMON_SHADOW
  • Waves of Fatigue (SPWI508) --> WIZARD_WAVES_OF_FATIGUE
  • Dispelling Screen (SPWI510) --> WIZARD_DISPELLING_SCREEN
  • Ball Lightning (SPWI524) ADD_SPELL: WIZARD_BALL_LIGHTNING //see protect from fire below--same file name (SPWI524)
  • Protection from Fire (SPWI524) ADD_SPELL: WIZARD_PROTECTION_FROM_FIRE_SR_5 (5th level version)
  • Protection from Cold (SPWI525) ADD_SPELL: WIZARD_PROTECTION_FROM_COLD_SR_5 (5th level version)
  • Mestl's Acid Sheath (SPWI526) ADD_SPELL: WIZARD_MESTILS_ACID_SHEATH

Level 6:

 

  • Banishment (SPWI605) --> WIZARD_BANISHMENT
  • Monster Summoning IV (SPWI619) --> WIZARD_MONSTER_SUMMONING_4 // DavidW: special case
  • Animate Skeleton Warrior (SPWI623) --> WIZARD_ANIMATE_SKELETON_WARRIOR

Level 7:

 

  • Summon Death Knight (SPWI707) --> WIZARD_SUMMON_DEATH_KNIGHT
  • Monster Summoning VII (SPWI724) ADD_SPELL: WIZARD_MONSTER_SUMMONING_5
Level 8:

 

  • Ghostform (SPWI2801) --> WIZARD_GHOSTFORM
  • Mind Blank (SPW802) --> WIZARD_MIND_BLANK
  • Symbol of Weakness (SPWI811) --> WIZARD_SYMBOL_WEAKNESS
  • Monster Summoning VIII (SPWI819) ADD_SPELL: WIZARD_MONSTER_SUMMONING_6

Level 9:

 

  • Monster Summoning VIIII (SPWI2906) --> WIZARD_MONSTER_SUMMONING_7
Edited by Grammarsalad
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I have a few thoughts:

 

1. Considerations for IWDEE shouldn't compromise any other part of the mod. SR wasn't designed for IWDEE. If the SR versions of spells would cause the IWDEE AI to mess up, we should simply avoid installing those spells on IWDEE. Later, we can examine ways to improve the IWDEE experience.

 

2. Any truly new spell added by SR (i.e. taking up a new spell slot rather than overwriting an existing spell) should be switched to ADD_SPELL. This will prevent and avoid a wide variety of compatibility problems.

 

3. "New" spells that are actually overwriting existing spells are probably best left alone. We can add IDS entries for them (aliases) if that helps.

 

 

And I have a few suggestions for implementing ADD_SPELL:

 

1. First, identify all SPWI and SPPR spells that are going to be changed to ADD_SPELL and create a list of the filenames.

 

2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched.

 

3. At install time, use ADD_SPELL for the files. After everything is installed, use the same WeiDU function from before to search through all .spl, .eff, and .itm files in the game and match the changed values (e.g. "dvfaerfi") with the newly assigned filenames.

 

Likewise, we'll want to search the .tpa/.tph files to see if the old filenames are referenced in any libraries and modify those so they fetch the new filename from SPELL.IDS at install-time.

 

Can anyone think of any references to old filenames that wouldn't be caught by this?

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1) Yeah, what Mike said. If you ADD_SPELL Sunscorch then a) on BG it will be added to a new slot, more or less as normal, and 2) on IWDEE it will replace the native version. ADD_SPELL Strength of Stone too and it will avoid any collisions.

2) For Cause Light Wounds and anything that might mess up IWD's AI, I would simply not install them onto IWDEE. Just put it inside !GAME_IS ~iwdee~ tags.

Edited by subtledoctor
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I have a few thoughts:

 

1. Considerations for IWDEE shouldn't compromise any other part of the mod. SR wasn't designed for IWDEE. If the SR versions of spells would cause the IWDEE AI to mess up, we should simply avoid installing those spells on IWDEE. Later, we can examine ways to improve the IWDEE experience.

 

2. Any truly new spell added by SR (i.e. taking up a new spell slot rather than overwriting an existing spell) should be switched to ADD_SPELL. This will prevent and avoid a wide variety of compatibility problems.

 

3. "New" spells that are actually overwriting existing spells are probably best left alone. We can add IDS entries for them (aliases) if that helps.

 

Okay. I can do that. That's actually easier for me. I want to still be transparent with this, so I'll modify the op with spells that are (e.g.) not installed in iwdee.

 

And I have a few suggestions for implementing ADD_SPELL:

 

 

1. First, identify all SPWI and SPPR spells that are going to be changed to ADD_SPELL and create a list of the filenames.

No problem.

 

2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched.

 

3. At install time, use ADD_SPELL for the files. After everything is installed, use the same WeiDU function from before to search through all .spl, .eff, and .itm files in the game and match the changed values (e.g. "dvfaerfi") with the newly assigned filenames.

 

Likewise, we'll want to search the .tpa/.tph files to see if the old filenames are referenced in any libraries and modify those so they fetch the new filename from SPELL.IDS at install-time.

 

Can anyone think of any references to old filenames that wouldn't be caught by this?

I'll need help with that weidu function, but otherwise, sounds good Edited by Grammarsalad
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Okay, just about done with priest spells. Will start on mage spells next

 

A couple of things:

  • I notice that Contagion does not replace rigid thinking in IWDEE, though I'm not exactly sure why. If its an AI thing, why is it not an issue in non IWDEE games? Should the spell just be ADD_SPELLed, or is it okay to replace the IWDEE version of rigid thinking? Right now, I am ADD_SPELLing it in IWDEE, but replacing rigid thinking in non-IWDEE games.
  • The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells.
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Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENT

I would keep this as CLERIC_REMOVE_CURSE. The name has been changed but the spell performs the same function at the same level, so I think it's work standardizing the IDS names and preventing duplicates.

 

The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells.

Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321.

Edited by subtledoctor
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The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells.

Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321.

 

This talk belongs in a different thread. Any oddities or bugs you find should be noted and tabled for later, unless they prevent implementing ADD_SPELL changes. It's too easy to get sidetracked.
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Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENT

I would keep this as CLERIC_REMOVE_CURSE. The name has been changed but the spell performs the same function at the same level, so I think it's work standardizing the IDS names and preventing duplicates.

 

The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells.

Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321.

 

Cool. Taking Mike's advice, we should suggest this in another thread. I'm going to collect suggestions as I go and then post them later

 

 

 

Okay, just about done with priest spells. Will start on mage spells next

Great. I'll try to write up that function before Monday.

 

Good stuff. I might be finished by Monday. It's moving along pretty quickly, so I'll be finished pretty soon regardless. I'll keep updating the OP as I progress

 

Edit: Nope. There are more moving parts with Mage Scrolls. Moving along a bit slower, but making progress daily.

Edited by Grammarsalad
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2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched.

I've created the function. Once we update it with the final list of spells that will be ADD_SPELLed, it can be applied to the current files to replace references to old resource names.

 

I'll need to add code to SR to replace these placeholders with the newly assigned names, but most of the work's done: it will be reusing the replace_spell_resources.tpa file.

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  • Dimension Jump (SPWI109) IWDEE --> WIZARD_DIMENSION_JUMP
This spell is using a new spell slot and should therefore be ADD_SPELLed.

Sounds good. Will correct. Edit: Done

 

 

 

 

2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched.

I've created the function. Once we update it with the final list of spells that will be ADD_SPELLed, it can be applied to the current files to replace references to old resource names.

 

I'll need to add code to SR to replace these placeholders with the newly assigned names, but most of the work's done: it will be reusing the replace_spell_resources.tpa file.

Sounds good

Edited by Grammarsalad
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Yeah, I'll take a look to see if there are any references to the old spells.

 

Likewise, we'll want to search the .tpa/.tph files to see if the old filenames are referenced in any libraries and modify those so they fetch the new filename from SPELL.IDS at install-time.

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