Fiann of the Silver Hand Posted September 5, 2015 Share Posted September 5, 2015 In other words, SPELLS.IDS doesn't serve any purpose for mod-added spells. Link to comment
wolpak Posted September 5, 2015 Share Posted September 5, 2015 If you add it to spell.ids you can refer to it. But you can do it by name anyway. Link to comment
Grammarsalad Posted September 5, 2015 Share Posted September 5, 2015 In other words, SPELLS.IDS doesn't serve any purpose for mod-added spells. Priest spells generally need to be added to spell.ids to be available to memorize I believe (though, you can add it in the clab.) Link to comment
Fiann of the Silver Hand Posted September 5, 2015 Author Share Posted September 5, 2015 As long as the spell follows the SPPRxxx format, it will be available for memorizing and automatically learned at the appropriate level-up, limited by SPELLS.2DA and ToBEx's HIDESPL.2DA. (0x001c still needs to be 2-Cleric for it to be selectable to cast.) Link to comment
wolpak Posted September 5, 2015 Share Posted September 5, 2015 Scripting can use spell.ids to apply spells. Link to comment
CrevsDaak Posted September 5, 2015 Share Posted September 5, 2015 I believe it's best use is making .BAF scripts give the reader some sense of what they're doing and can't (or wasn't if it's a handcrafted and not decompiled script) add actually useful comments (WeiDU puts the spell's name in a comment in where it is used, but if it's a spell used in a cutscene/special creature traits or something like that it is a bit confusing since it only outputs "No such Index" if the spell has no name/it can't be found). Other than that and conforming to the game's style of doing things it's no use (there might be some small quirks I don't know about/probably forgot). Link to comment
Avenger Posted September 5, 2015 Share Posted September 5, 2015 Historically, there were reasons. Some res actions/triggers didn't work correctly, or were unknown. These have been fixed in the EE, and probably by ToBEx too. I personally prefer using *RES, because then you can use your own modder prefix (Even Beamdog uses their own). Using SPELL.IDS restricts you to the limited namespace of hardcoded prefixes (SPWI, SPPR, SPIN, SPCL). There are many mods crowded in this area. Link to comment
argent77 Posted September 5, 2015 Share Posted September 5, 2015 Can't you externalize spell prefixes as well? Maybe something like this:SPELLPFX.IDS: IDS 1 SPPR 2 SPWI 3 SPIN 4 SPCL 5 OHWI 6 OHPR 7 FL#S 8 RR#S 9 A7SP 10 C2SP 11 RH#S SPELL.IDS: ... 8001 RR_INNATE_SUPERTRAP // translates into RR#S001.SPL 10177 C2_BLINDING_MIST // translates into C2SP177.SPL Link to comment
Grammarsalad Posted September 5, 2015 Share Posted September 5, 2015 As long as the spell follows the SPPRxxx format, it will be available for memorizing and automatically learned at the appropriate level-up, limited by SPELLS.2DA and ToBEx's HIDESPL.2DA. (0x001c still needs to be 2-Cleric for it to be selectable to cast.) Ahhh, yes, that's right. But if you don't ADD_SPELL, there will be potential compatibility issues. This will automatically add it to spell.ids, but none of that is necessary I suppose Link to comment
Grammarsalad Posted September 5, 2015 Share Posted September 5, 2015 Historically, there were reasons. Some res actions/triggers didn't work correctly, or were unknown. These have been fixed in the EE, and probably by ToBEx too. I personally prefer using *RES, because then you can use your own modder prefix (Even Beamdog uses their own). Using SPELL.IDS restricts you to the limited namespace of hardcoded prefixes (SPWI, SPPR, SPIN, SPCL). There are many mods crowded in this area. Are there any that don't work now in Tobex? Link to comment
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