It seems like everyone has a few macros that are fairly useful, but not quite useful enough to go bug Wisp for inclusion in WeiDU itself. I'd like to suggest a mega-thread where we can all dump anything that might be useful to others. This first post will be updated descripts and links to the (hopefully thousands, millions of) macros that get posted below.
Post 2, Ardanis -
- ADD_SPELL_HEADER, ADD_ITEM_HEADER - Used to add abilities/headers to spells and items
- CREATE_EFFECT - Create effects whole cloth
- CREATE_SPELL - Create spells
- update_item_descriptions_to_bgee - Updates vanilla item descriptions to EE format, i.e. stripping Usable By section, so that you don't have to provide two strings for vanilla and EE descriptions.
Post 3, CamDawg -
cd_extend_bg_area_script - Used to easily extend area scripts when writing a BG/BGEE/BGT/Tutu mod- use the updated version in post 53- spell_to_innate - Used to convert arcane or divine spells into innate abilties
- kit.ids fixer - Not really a macro, but needed to fix kit.ids for non-EE, non-Fixpacked BG2 games
- cd_equip_item - finds the specified item in the creature file and equips it to the appropriate slot
- cd_equip_weapon - finds the first valid weapon and equips it
- cd_equip_weapon_specific - equips the specified weapon
- cd_no_pickpocket - Moves an item that should not be pickpocketed into an inventory slot that is impossible to pickpocket from.
- CD_EXTEND-O-MATIC - Used to arbitrarily create new spell headers out to the specified minimum level.
- CD_MISSING_SPELL_HEADERS - Used to 'backfill' missing spell headers
Post 4, Ardanis -
- tooltips - Adding new tooltips for the items in a few quick strokes
Post 5, Angel
- add_area_actor - A wrapper for fj_area_struct that simplifies even further the process of adding an actor to an area.
- remove_all_area_actors - Removes all actors from an area; useful for repurposing an area.
- add_simple_trap - Another wrapper for fj_area_struct that allow for quickly creating a trap in an area.
- add_area_actors_from_2da - Uses a table to mass-add actors to an area.
Post 6, Angel
- add_energy_drain - Adds level drain to items or spells in engines that support energy drain, and pseudo-energy drain for those that don't
- add_magic_missile_immunity - Adds magic missile immunity to an item or spell
Post 8, Angel
- prevent_spell_effect_stacking - Prevents a spell from stacking with itself
Post 9, subtledoctor
- add_hla, remove_hla, replce_hla - Macros for non-destructively editing HLA tables
Post 10, Angel
- replace_cre_script - find and replace a creature script
Post 11, k4thos
- ADD_MAP_ICONS_EE - BAM v2 worldmap icon file patching (for EE games that use PVRZ based map icons)
- ADD_WORLDMAP_TBL - Adds multiple areas and links to the worldmap and saves using BP-BGT Worldmap TBL files convention
Post 12, Angel
- make_magical - Add magical flag, lore, and enchantment level to item
Post 16, argent77
- TO_HEX_NUMBER - A decimal to hexadecimal number converter
- FIND_FREE_ANIM_SLOT - This function attempts to find a free creature animation slot in a given range
Post 27, Gwendolyne
- GW_FIND_DLG_RESPONSE_STRING - a homemade function used to extend existing dlg
Post 35, K4thos
- 2DA_MISSING_COLS - Patch and action function that fixes missing column entries in 2da files.
Post 36, Angel
- make_summon - turn a creature into a summoned creature
Post 39, Angel
- erase_journal_entries_on_bg2_transition - Finds and scripts deletion of BG journal entries during BGT's transition to BG2
Post 46, Angel
- make_illusion - a variant of make_summon (post 36) that makes the monster illusionary
Post 49, K4thos
- JOINABLE_NPC_ARRAY - Action macro that generates JOINABLE_NPC_ARRAY table which can be used to patch joinable NPC CRE files (more reliable method than checking CRE BIO offset)
Post 50, Sam.
- ps_toolset - An entire suite of functions for manipulating and patching tilesets
Post 51, argent77
- a7_auto_apply_spl_effect - a patch function that can be used to add multiple effects to items or spells without much effort
Post 52, CamDawg
- CD_DOUBLE_DAMAGE - Combines separate damage opcodes to utilize EE's save-for-half damage flag
Post 53, CamDawg
- cd_extend_bg_area_script - Used to easily extend area scripts when writing a BG/BGEE/BGT/Tutu mod, now supporting tra files
Edited by CamDawg, 19 November 2017 - 08:36 PM.