Creepin Posted August 20, 2018 Share Posted August 20, 2018 I have some vague recollection that there are some specific cases when .spl file name of 8 symbols won't work, only file name of 7 symbols will do. Is it me imagining weird things or there are indeed some cases where 8 symbols long .spl file name will screw something? Quote Link to comment
AL|EN Posted August 20, 2018 Share Posted August 20, 2018 It's true only for Classic BG2, I don't remember spell name but IESDP contains this info. Quote Link to comment
Jarno Mikkola Posted August 20, 2018 Share Posted August 20, 2018 These's a scripting "limitation" with more-than-7 chars files, like shown here. But there's ways to go around that ... Quote Link to comment
argent77 Posted August 20, 2018 Share Posted August 20, 2018 I think opcode 172 (Remove spell) and possibly opcode 171 (Give ability) are also affected. Quote Link to comment
Creepin Posted August 20, 2018 Author Share Posted August 20, 2018 (edited) Thank you folks, I haven't hoped for that much knowledge on that short notice! I've also found that opcode 257 (Sequencer Creation) only work with 7 symbols long spells, that's probably what Alien did referred to. So, it's opcode 172 (171 is not confirmed by IESDP actually but they might be wrong?), opcode 257 and scripting actions 160. I wonder if this scope is big enough to keep all my spells named with 7 symbols limiting my options in regard of spell naming or should I generally not care but keep an eye for the spells that might fall to one of these conditions. What would you advise, which is the best practice? Edited August 20, 2018 by Creepin Quote Link to comment
subtledoctor Posted August 20, 2018 Share Posted August 20, 2018 My rule of thumb, just use 7-letter filenames for spells, full stop. Certain script actions and opcode 172 can fail on 8-letter files. It's easier to use 7 letters everywhere, than to try to remember which circumstances need which length. Quote Link to comment
K4thos Posted August 21, 2018 Share Posted August 21, 2018 My rule of thumb, just use 7-letter filenames for spells, full stop. Certain script actions and opcode 172 can fail on 8-letter files. It's easier to use 7 letters everywhere, than to try to remember which circumstances need which length. according to Beamdog not needed in EE patch 2.5: http://blog.beamdog.com/2018/08/updates-to-infinity-engine.html Removing 8 letter spells should not fail (vanilla bug) this info should be added to IESDP Quote Link to comment
kjeron Posted August 21, 2018 Share Posted August 21, 2018 It's still best to stick to 7-character filenames for most spells, reserving 8-character names for those generated by hard-coded suffixes, both so they can exist, and so they do not overlap. Opcode 257 still requires a 7-character filename in order to grant it's activation abilities, suffixed -D and -P. Quote Link to comment
Avenger Posted August 25, 2018 Share Posted August 25, 2018 Yeah, the limitation is due to a programmer's error in original bg, comparing zero terminated strings vs resref type. This was in multiple places, but gradually got fixed in EE's. Quote Link to comment
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