jastey Posted February 10, 2017 Share Posted February 10, 2017 My question is, in spell.ids of my BGT game there is the entry 3678 ANOMEN_TITLE How do I find the actuall .spl behind this? Link to comment
Roxanne Posted February 10, 2017 Share Posted February 10, 2017 My question is, in spell.ids of my BGT game there is the entry 3678 ANOMEN_TITLE How do I find the actuall .spl behind this? SPIN678.spl Link to comment
K4thos Posted February 10, 2017 Share Posted February 10, 2017 https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm Link to comment
jastey Posted February 10, 2017 Author Share Posted February 10, 2017 There it is! Thank you! Link to comment
Roxanne Posted February 10, 2017 Share Posted February 10, 2017 https://gibberlings3.github.io/iesdp/files/ids/bgee/spell.htm There it is! Thank you! Thanks K4thos, I knew the formula (3 = SPIN etc) but not where to find the references... Link to comment
Gwendolyne Posted February 11, 2017 Share Posted February 11, 2017 You can also use the following set of WeiDU functions: RES_NUM_OF_SPELL_NAME: converts a spell.ids reference to resource name. This is an ACTION and PATCH macro and function. SPRINT spell_name to the IDS symbolic reference of a spell. RET spell_num to the IDS numerical reference of that spell. RET spell_res to the resource name for the referenced spell. RES_NAME_OF_SPELL_NUM: converts a spell.ids reference to resource name. This is an ACTION and PATCH macro and function. SET spell_num to the IDS numerical reference of that spell. RET spell_name to the IDS symbolic reference of a spell. RET spell_res to the resource name for the referenced spell. NAME_NUM_OF_SPELL_RES: converts a spell resource name to a spell.ids reference. This is an ACTION and PATCH macro and function. SPRINT spell_res to the resource name for the referenced spell. RET spell_num to the IDS numerical reference of that spell. RET spell_name to the IDS symbolic reference of a spell. Link to comment
jastey Posted February 11, 2017 Author Share Posted February 11, 2017 Gwendolyne: Would I do that like I do "weidu anomen.dlg" in a command window? Link to comment
Jarno Mikkola Posted February 11, 2017 Share Posted February 11, 2017 A better question is, how would one use those in .tp2 code ?As it's not always obvious, with all the LPF's in weidu, without an easy to read concrete example.Example, completely for to a different thing. ADD_SPELL_EFFECT: adds an extended effect to a spell. All variables except probability1 and insert_point are 0 by default. This is a PATCH macro and function. SET opcode to opcode SET target to target type SET timing to timing type SET parameter1 to first parameter SET parameter2 to second parameter SET power to power SET resist_dispel to magic resistance/dispel type SET duration to duration SET probability1 to probability 1 (default 100) SET probability2 to probability 2 SPRINT resource to resource (8 chars max) SET dicenumber to number of dices to be thrown SET dicesize to size of dices to be thrown SET savingthrow to type of savingthrow to be allowed against the effect SET savebonus to saving throw bonus SET special to the special parameter (only valid for functions; not macros) SET header to number of extended header (starting from 1) the effect should be added to (by default the effect is added to every header). SET insert_point to the position of the effect. If this variable is 0 the effect will be inserted as the first effect of the extended header. If this variable is negative or greater than the number of effects, the effect will be inserted as the last effect. The effect is added as the last effect by default. But add in this: COPY_EXISTING ~spwi611.spl~ ~override~ //Protection From Magical Weapons LPF ~ADD_SPELL_EFFECT~ INT_VAR opcode=215 target=1 timing=0 duration=36 parameter2=1 STR_VAR resource=sparmour END //additional continuous animation And you can see how simple it's usage actually is. Link to comment
Gwendolyne Posted February 11, 2017 Share Posted February 11, 2017 I guess you want to alter SPIN678.SPL. If I am right, here is a piece of code taken from one of my kits : LAF ~RES_NUM_OF_SPELL_NAME~ STR_VAR spell_name = "ANOMEN_TITLE" RET spell_num spell_res END which returns spell_num = 3678 and spell_res = SPIN678. Then : COPY_EXISTING ~%spell_res%.spl~ ~override/GWCLSoeu.spl~ LPF ALTER_EFFECT INT_VAR match_opcode = 103 opcode = 290 parameter1 = RESOLVE_STR_REF (@7720006) parameter2 = 1 END // ~Soeur de Lurue~ LPF DELETE_EFFECT INT_VAR match_opcode = 57 END LPF DELETE_EFFECT INT_VAR match_opcode = 49 END BUT_ONLY which is launched as soon as the unicorn rider finds a unicorn as a companion : she becomes a Sister of Lurue. Link to comment
Recommended Posts
Archived
This topic is now archived and is closed to further replies.