subtledoctor Posted February 6, 2015 Share Posted February 6, 2015 So I'm trying to use a new projectile for a spell I'm making. The .tp2 looks like this: ADD_PROJECTILE ~SoB/wizard/D5_MISRED.PRO~ COPY ~SoB/wizard/D5_WIIN.spl~ ~override~ SAY NAME1 @4019 SAY UNIDENTIFIED_DESC @4019 WRITE_SHORT 0x098 ~%d5_misred%~ Weidu throws an error, saying it cannot convert %d5_misred% to an integer. I know the game's projectiles are numbered, and Weidu wants me to find the number of the newly-added projectile, set it in a variable, and then I can use that variable in the WRITE_SHORT command. But I'm not sure how to find that variable. I based my code on another mod which looks almost precisely the same, except with an item instead of a spell (in fact it's the mod that donated this new projectile to me), so I thought this would be sufficient. What am I missing? Link to comment
lynx Posted February 6, 2015 Share Posted February 6, 2015 Check its code then ... There is no projectile.ids in bg2 as it was hardcoded, but you have a list in dltcep and gemrb. Perhaps the other mod overwrote an existing projectile? Link to comment
CrevsDaak Posted February 6, 2015 Share Posted February 6, 2015 I am not sure, but I think you should do a CLEAR_IDS_MAP and also, WeiDU variables are case sensitive. Link to comment
subtledoctor Posted February 6, 2015 Author Share Posted February 6, 2015 There is no projectile.ids in bg2 as it was hardcoded, but you have a list in dltcep and gemrb. Perhaps the other mod overwrote an existing projectile?Does that mean you can't add projectiles in the pre-EE game? Or, can add them but not use them? The other mod (More Style for Mages, it's very good, I recommend it to all) uses the ADD_PROJECTILE function, it doesn't overwrite an existing one. I just can't figure out how it finds the new projectile number. Maybe just count the existing projectiles (how?) and use x+1? Like I say: what am I missing? Link to comment
subtledoctor Posted February 6, 2015 Author Share Posted February 6, 2015 I am not sure, but I think you should do a CLEAR_IDS_MAP and also, WeiDU variables are case sensitive. Poop, I wonder if it's as simple as not having the case consistent (!) I'll check tonight. I have no idea what CLEAR_IDS_MAP does... Link to comment
Jarno Mikkola Posted February 6, 2015 Share Posted February 6, 2015 I have no idea what CLEAR_IDS_MAP does... It allows the weidu to reorganize/reload the .ids files, so that the new entries for example can be read from the file. Link to comment
Wisp Posted February 6, 2015 Share Posted February 6, 2015 CLEAR_IDS_MAP is mostly wholly redundant these days. Yes, this is a case issue. Link to comment
subtledoctor Posted February 6, 2015 Author Share Posted February 6, 2015 Sweet. I mean stupid me, but easy fix so sweet. Thx all. Link to comment
argent77 Posted February 6, 2015 Share Posted February 6, 2015 And make sure to limit your filename length to 8 characters. The Enhanced Editions might support longer names, but you'd still hit a wall if you had to reference the projectile by resource name. Link to comment
CrevsDaak Posted February 7, 2015 Share Posted February 7, 2015 There is no projectile.ids in bg2 as it was hardcoded, but you have a list in dltcep and gemrb. Perhaps the other mod overwrote an existing projectile?Does that mean you can't add projectiles in the pre-EE game? Or, can add them but not use them? The other mod (More Style for Mages, it's very good, I recommend it to all) uses the ADD_PROJECTILE function, it doesn't overwrite an existing one. I just can't figure out how it finds the new projectile number. Maybe just count the existing projectiles (how?) and use x+1? Like I say: what am I missing? You can't add AoE projectiles. There are other limitations but I'm not aware of them. I think BG1 had *all* of it's projectiles hardcoded... Link to comment
Avenger Posted February 7, 2015 Share Posted February 7, 2015 BG1/IWD/PST had all hardcoded projectiles. You can add AoE projectiles in BG2, but the projectile graphics/behavior are severely limited. EE on the other hand lets you use almost any kind of projectile without hardcoding. This includes pillar like projectiles, custom AoE graphics, rectangular AoE, scorcher types, etc. Link to comment
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