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Spell Names Missing from Spell.IDS


cirerrek

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For the Modders Pack

 

Spell names that were missing from Spell.IDS or entries were incorrect. I've taken the liberty of adding a few select ones to to the wiki.

 

A list I've compiled for eSeries usage. It is by no means comprehensive. I've taken to using spell codes (####) and SpellRES triggers and actions in some cases.

 

Typically the names are things that Sarkyn and others worked out long ago.

 

The names and format are open to debate. For example some might find

 

BHAALSPAWN_INNATE_SLOW_POISON

 

or

 

CLERIC_OF_TALOS_STORM_SHIELD

 

more descriptive/appropriate then what I have listed below.

 

Spell.IDS Additions
1718 CLERIC_SYMBOL_STUN     // I already added this to the wiki
1719 CLERIC_SYMBOL_DEATH  // I already added this to the wiki
2302 WIZARD_REMOVE_MAGIC // was WIZARD_DISPEL_MAGIC
2326 WIZARD_DISPEL_MAGIC  // was WIZARD_DISPEL_MAGIC_TRUE
2490 WIZARD_POLYMORPH_NATURAL_FORM
2493 WIZARD_POLYMORPH_FLIND
2494 WIZARD_POLYMORPH_OGRE
2495 WIZARD_POLYMORPH_SPIDER
2496 WIZARD_POLYMORPH_MUSTARD_JELLY
2497 WIZARD_POLYMORPH_BROWN_BEAR
2498 WIZARD_POLYMORPH_BLACK_BEAR
2499 WIZARD_POLYMORPH_WOLF
2705 WIZARD_KHELBENS_WARDING_WHIP  // was WIZARD_WARDING_WHIP
2921 WIZARD_IMPROVED_ALACRITY  // was WIZARD_IMPROVED_ALUCRITY
3101 INNATE_CURE_LIGHT_WOUNDS
3102 INNATE_SLOW_POISON
3103 INNATE_DRAW_UPON_HOLY_MIGHT
3104 INNATE_LARLOCHS_MINOR_DRAIN
3105 INNATE_HORROR
3106 INNATE_VAMPIRIC_TOUCH
3122 AVENGER_SHAPESHIFT_NATURAL_FORM
3123 DRUID_SHAPESHIFT_FROM_BLACKBEAR
3124 SHAPESHIFTER_SHAPESHIFT_NATURAL_FORM
3150 SHAPESHIFT_NATURAL_FORM_1
3151 SHAPESHIFT_NATURAL_FORM_2
3152 SHAPECHANGE_MIND_FLAYER
3153 SHAPECHANGE_IRON_GOLEM
3154 SHAPECHANGE_GIANT_TROLL
3155 SHAPECHANGE_GREATER_WOLFWERE
3156 SHAPECHANGE_FIRE_ELEMENTAL
3157 SHAPECHANGE_EARTH_ELEMENTAL
4213 PALADIN_PROTECTION_FROM_EVIL
4222 CAVALIER_REMOVE_FEAR
4321 BERSERKER_ENRAGE  // I already added this to the wiki
4632 AVENGER_SHAPESHIFT_SWORDSPIDER
4633 AVENGER_SHAPESHIFT_BABYWYVERN
4634 AVENGER_SHAPESHIFT_FIRESALAMANDER
4643 SHAPESHIFTER_SHAPESHIFT_WEREWOLF
4644 SHAPESHIFTER_SHAPESHIFT_GREATERWEREWOLF
4721 TALOS_STORMSHIELD
4722 TALOS_LIGHTNING_BOLT
4731 HELM_SEEKING_SWORD
4732 HELM_TRUE_SIGHT
4741 LATHANDER_BOON
4742 LATHANDER_HOLD_UNDEAD
4611 DRUID_SHAPESHIFT_BROWNBEAR
4612 DRUID_SHAPESHIFT_WOLF
4613 DRUID_SHAPESHIFT_BLACKBEAR

 

Cirerrek

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True, extra symbolic values in the IDS aren't going to hurt anything. I am a bit wary of changing an existing one (instead of just appending a different entry for the same value) because we may cause a backwards incompatibility.

 

Anyone else have something they want to add?

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Two more thoughts about spell.ids... this is the one file I'm really, really tempted to overwrite since, being out of order, it's damn near impossible to use it without NI's search function.

 

Also, if anyone has spare time, the following spells are present but lacking a spell.ids entry. Most of them don't need one (i.e. some are kit bonuses so they wouldn't be invoked anyway) but it may be worth a look (2299 WIZARD_SUMMON_COW, for example).

 

1950
2018
2019
2222
2299
2399
2483
2484
2485
2486
2487
2488
2489
2491
2802
2853
2938
3001
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3118
3119
3120
3121
3125
3126
3127
3921
3995
4122
4123
4131
4132
4133
4141
4142
4143
4151
4153
4154
4212
4221
4233
4234
4235
4241
4242
4322
4331
4332
4341
4342
4351
4411
4415
4417
4421
4422
4441
4442
4521
4522
4541
4542
4621
4631
4641
4642
4751
4801
4812
4813
4814
4816
4817
4818
4819
4821

 

For UB notes, the following spell.ids entries exist with no corresponding spells:

 

1112	CLERIC_CIRCLE_OF_PROTECTION
1114	CLERIC_ANIMAL_FRIENDSHIP
1115	CLERIC_ENDURE_HEAT_COLD
1215	CLERIC_RESIST_COLD
1316	CLERIC_CURE_BLIND_DEAF
1714	CLERIC_ENERGY_DRAIN
1716	CLERIC_SPACE_WARP
2109	WIZARD_HOLD_PORTAL
2121	WIZARD_REVEAL_MAGIC
2122	WIZARD_PROTECTION_CIRCLE
2204	WIZARD_FOG_CLOUD
2216	WIZARD_WIZARD_LOCK
2315	WIZARD_WRAITH_FORM
2610	WIZARD_MONSTER_SUMMONING_4
2709	WIZARD_TATTOOS_OF_POWER
2801	WIZARD_DELETED
3620	DECK_STAR
3705	TRAP_PENDULUM
3928	MEPHIT_GAS_FORM

 

3705 TRAP_PENDULUM may be the missing tie-in to Dedral's (arnwar07.dlg) guillotine traps. And lastly, an attached spreadsheet I used to do this.

spell_research.xls

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3705 TRAP_PENDULUM may be the missing tie-in to Dedral's (arnwar07.dlg) guillotine traps. And lastly, an attached spreadsheet I used to do this.
This is so fun. Basically, in the catwalk area in the guildhall, there are some big wooden arches. There's a couple animations around of a guillotine blade that moves vertically.

 

Okay, maybe not so fun. The BAMs are a little hokey, and you'd need some way to make them a VVC to play (so they're not jumping up and down all the time). Not really worth it (and maybe not even possible).

 

EDIT: Okay, maybe it is possible, if you create the traps and get the VVC to play at the right position. Still not worth it.

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Ah. Cheater. I'd assumed somebody would eventually come along and use the existing BAMs.

 

Since the topic shifted to AR0307, somebody can figure out why the animations in this area are so funky (IIRC, the spiked wheel in the torture room and the rotating spiked floor).

 

As for Spell.ids, I'd prefer to leave it unsorted, and then let the user decide how they want it. Any decent text editor should allow you to sort text matching any arbitrary pattern, so there's no real reason for us to impose some pre-determined order.

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Ah. Cheater. I'd assumed somebody would eventually come along and use the existing BAMs.

 

What are the file names of the existing ones? It'd help Sir Kill immesnely if he had something of the approximate right shape and animation to work from.

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the only thing about animations that I can contribute when you have 3ds open and you are making an anim. it looks good with anti-alias and in 16 mill color, you then take that nice animation and reduce it to 256 color and they just turn funky. if you look long enough at most anim. they look weird.

 

anyway this might work for the guillotine bam

ggg.rar

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Cheers, thanks Sir-Kill.

 

For those wondering, the gnoll in the first level of Watcher's Keep is actually an umber hulk (discovered by the UB folks). However, changing the animation from gnoll to umber hulk looks terrible and introduces a bigger bug--umber hulks remain stubbornly green and decidedly unstatueish as they can not be turned to the same gray color as the other statues.

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