Grammarsalad Posted October 29, 2018 Share Posted October 29, 2018 (edited) List and TO DO: * NOT installed in IWDEE * DONE --> CASTER_SPELL_NAME (add to IDS) ADD_SPELL: CASTER_SPELL_NAME (self explanatory) [spell Name] eff Rename: [Old sp Name.eff] --> [New sp Name.eff] [spell Name] Sec Spell Rename: [Old sp Name.spl] --> [New sp Name.spl] Note: Only assigning Alias IDS entries to 'replacement' spells if done here: http://gibberlings3.net/forums/index.php?showtopic=29674&st=0 Assigning IDS values according to this thread under the assumption that SCS uses them. Renamed Sec Spells: Faerie Fire: sppr114f.spl --> DVPR114F.spl Cause Light Wounds: sppr119d.spl --> DVPR119D.spl Cause Moderate Wounds: sppr219d.spl --> DVPR219D.spl Contagion: sppr311d.spl --> DVPR311D.spl Cause Serious Wounds: sppr321d.spl --> DVPR321D.spl Cause Critical Wounds: sppr414d.spl --> DVPR414D.spl Animal Growth: sppr525d.spl --> DVPR525D.spl Ball Lightning: spwi526d.spl --> DVWI524D.spl //yes, that's correct Mestil's Acid Sheath: spwi526d.spl --> DVWI526D.spl Renamed Effs: Spike Growth: sppr325i.eff --> DVPR325I.eff Renamed 2DAs: Protection from Elemental Energy: spwi426.2da --> DVWI426.2da Additional Alias IDS Entries: 1209 => CLERIC_KNOW_OPPONENT (has the same value as CLERIC_KNOW_ALIGNMENT so either can be used) 1307 => CLERIC_BREAK_ENCHANTMENT (has the same value as, CLERIC_REMOVE_CURSE so either can be used) 1402 => CLERIC_ANIMAL_SUMMONING_SR_4 (has the same value as CLERIC_ANIMAL_SUMMONING_1 so either can be used) 1501 => CLERIC_ANIMAL_SUMMONING_SR_5 (has the same value as CLERIC_ANIMAL_SUMMONING_2 so either can be used) 1602 => CLERIC_ANIMAL_SUMMONING_SR_6 (has the same value as CLERIC_ANIMAL_SUMMONING_3 so either can be used) 2207 => WIZARD_BATTERING_RAM (has the same value as WIZARD_KNOCK so either can be used) 2208 => WIZARD_KNOW_OPPONENT (has the same value as WIZARD_KNOW_ALIGNMENT so either can be used) 2309 => WIZARD_MONSTER_SUMMONING_SR_3 (same value as WIZARD_MONSTER_SUMMONING_1 so either can be used) 2410 => WIZARD_BREAK_ENCHANTMENT (same value as WIZARD_REMOVE_CURSE so either can be used) 2423 => WIZARD_MONSTER_SUMMONING_SR_4 (same value as WIZARD_SPIDER_SPAWN so either can be used) 2605 => WIZARD_BANISHMENT (Same value as WIZARD_DEATH_SPELL so either can be used) 2801 => WIZARD_GHOSTFORM (same value as WIZARD_DELETED in BG(2)EE or WIZARD_MONSTER_SUMMONING_6 in IWDEE New ADD_SPELL values CLERIC_POLYMORPH_OTHER (SPPR519) Druid polymorph other CLERIC_ANIMAL_SUMMONING_SR_7 (SPPR716) Animal Summoning VII WIZARD_KNOW_ALIGNMENT_SR_1 (SPWI126) Detect Alignment, 1st level version WIZARD_RESIST_ELEMENTS (SPWI225) Resist Elements, wiz 2nd level version WIZARD_BALL_LIGHTNING (SPWI524) Ball Lightning (not created yet, it appears--same value as prot from fire below) WIZARD_PROTECTION_FROM_FIRE_SR_5 (SPWI524) 5th lev prot from fire (yes, currently same value as ball lightning) WIZARD_PROTECTION_FROM_COLD_SR_5 (SPWI525) 5th lev prot from cold Changes outside the scope of ADD_SPELL: Any other changes (and justification for those changes) will be noted here. - Added scroll icon for wiz Resist Elements (used cleric Resist Elements from IWDEE). Reason:: The scroll was missing a proper icon and a suitable bam was available and easy to add. - 4th level d.jump (spwi402.spl) disabled for IWDEE, etc. It was showing up in spell selection in IWDEE (at least) at 4th level during character creation (by the description is a 1st level spell) - 4th level monster summoning II (SPWI407) disabled for IWDEE, etc. It was showing up in spell selection in IWDEE (at least) at 4th level during character creation (shouldn't exist alongside SR Monster Summoning IV) Suggestions: - ADD_SPELL Contagion in all games (rather than replacing Rigid Thinking) - Regenerate spells only protect vs. lower level/less effective versions of regenerate - Use IWDEE icon bams for Expeditious Retreat (both IWDEE and non-iwdee version--currently uses prot from petrification) General Issues: - IWDEE: SPPR210, SPPR619, SPWI326 are added to Hidespl.2da making spells with these values unavailable (only an issue with SPPR210 Resist Elements) Priest Spells Level 1: Faerie Fire (SPPR114): ADD_SPELL: CLERIC_FAERIE_FIRE Faerie Fire Sec Spell name change: sppr114f.spl --> DVPR114F.spl Strength of Stone (SPPR115) ADD_SPELL: CLERIC_STRENGTH_OF_STONE Sunscorch (SPPR116): ADD_SPELL: CLERIC_SUNSCORCH Regenerate Light Wounds (SPPR117): ADD_SPELL: CLERIC_REGENERATE_LIGHT_WOUNDS Issue: Protects vs. SPPR217, SPPR619/711/217/323/419 (i.e. other regen spells) Goodberry (SPPR118) ADD_SPELL: CLERIC_GOODBERRY_DRUID_VERSION * Cause Light Wounds (SPPR119) ADD_SPELL: CLERIC_CAUSE_LIGHT_WOUNDS * Cause Light Wounds Sec Spell name change: sppr119d.spl --> DVPR119D.spl Animal Summoning I (SPPR120) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_1 Obscuring Mist (SPPR121) ADD_SPELL: CLERIC_OBSCURING_MIST Obscuring Mist eff Rename: sppr121i.eff --> DVPR121i.eff Remove unnecessary ALTER_EFFECTS, etc. Level 2: Know Opponent (SPPR209) --> CLERIC_KNOW_OPPONENT Resist Elements (SPPR210) --> CLERIC_RESIST_ELEMENTS Cure Moderate Wounds (SPPR215) ADD_SPELL: CLERIC_CURE_MODERATE_WOUNDS Fire Trap (SPPR216): ADD_SPELL: CLERIC_FIRE_TRAP Regenerate Moderate Wounds (SPPR217): ADD_SPELL: CLERIC_REGENERATE_MODERATE_WOUNDS Issue: Protects vs. SPPR619/711/117/323/419 (i.e. other regen spells) Gust of Wind (Druid) (SPPR218) ADD_SPELL: CLERIC_GUST_OF_WIND_DRUID_VERSION * Cause Moderate Wounds (SPPR219) ADD_SPELL: CLERIC_CAUSE_MODERATE_WOUNDS * Cause Moderate Wounds Sec Spell Rename: sppr219d.spl --> DV Animal Summoning II (SPPR220) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_2 Remove unnecessary ALTER_EFFECTS, etc. Level 3: Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENT Contagion (SPPR311) Does not replace rigid thinking in IWDEE. ADD_SPELL in IWDEE: CLERIC_CONTAGION Non IWDEE: --> CLERIC_CONTAGION Contagion Sec Spell Name Change: sppr311d.spl --> DVPR311D.spl Issue:Why does this spell not replace Rigid Thinking in IWDEE??? Should it just be added by ADD_SPELL in all games? Contagion Sec Spell Name Change sppr311d.spl --> DVPR311D.spl Gust of Wind (SPPR (Cleric version?) --> CLERIC_GUST_OF_WIND Animal Summoning III (SPPR320) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_LEVEL_3 * Cause Serious Wounds (SPPR321) ADD_SPELL: CLERIC_CAUSE_MEDIUM_WOUNDS * Cause Serious Wounds Sec Spell Rename: sppr321d.spl --> DVPR321D.spl Storm Shield (SPPR322) ADD_SPELL: CLERIC_STORM_SHIELD Issue: Storm Shield: Protects vs. SPWI213/502/614/810, WAND13, SPPR319/517/717/319B/517B/717B/322 Regenerate Serious Wounds (SPPR323) ADD_SPELL: CLERIC_REGENERATE_SERIOUS_WOUNDS Issue: Protects vs. SPPR619/711/117/217/419 (i.e. other regen spells) Magic Fang (SPPR324) ADD_SPELL: CLERIC_MAGIC_FANG Issue: Why not installed in IWDEE??? Installing in IWDEE * Spike Growth (SPPR325) ADD_SPELL: CLERIC_SPIKE_GROWTH * Spike Growth Eff Name change: sppr325i.eff --> DVPR325I.eff Issue: Why not installed in IWDEE??? Not needed (already a version in IWDEE) Icelance (SPPR326) ADD_SPELL: CLERIC_ICELANCE Remove unnecessary ALTER_EFFECTS, etc. Level 4: Protection from Lightning Disabled in IWDEE as in other games * Cause Critical Wounds (SPPR414) * Ice Storm (SPPR418) ADD_SPELL: CLERIC_ICE_STORM Regenerate Critical Wounds (SPPR419) ADD_SPELL: CLERIC_REGENERATE_CRITICAL_WOUNDS Issue: Protects vs. SPPR619/711/117/217/323 (i.e. other regen spells) Level 5: * Cause Wounds (SPPR510) Disabled * * Slay Living * (SPPR511) * Polymorph Other (SPPR519) ADD_SPELL: CLERIC_POLYMORPH_OTHER Protection from Acid (SPPR520) ADD_SPELL: CLERIC_PROTECTION_FROM_ACID Protection from Cold (SPPR521) ADD_SPELL: CLERIC_PROTECTION_FROM_COLD Protection from Lightning (SPPR522) ADD_SPELL: CLERIC_PROTECTION_FROM_LIGHTNING Protection from Fire (SPPR523) ADD_SPELL: CLERIC_PROTECTION_FROM_FIRE Mass Regenerate (SPPR524) ADD_SPELL: CLERIC_MASS_REGENERATE Animal Growth (SPPR525) ADD_SPELL: CLERIC_ANIMAL_GROWTH Level 6: * Harm (SPPR608) * Regeneration (SPPR619) ADD_SPELL: CLERIC_REGENERATION_DRUID_VERSION Banishment (SPPR620) ADD_SPELL: CLERIC_BANISHMENT Conjure Air Elemental (SPPR621) ADD_SPELL: CLERIC_CONJURE_AIR_ELEMENTAL Conjure Earth Elemental (SPPR622) ADD_SPELL: CLERIC_CONJURE_EARTH_ELEMENTAL Animate Skeleton Warrior (SPPR623) ADD_SPELL: CLERIC_ANIMATE_SKELETON_WARRIOR Level 7: Animal Summoning VII (SPPR716) ADD_SPELL: CLERIC_ANIMAL_SUMMONING_SR_7Mage Spells Level 1: Monster Summoning I (SPWI107) --> WIZARD_MONSTER_SUMMONING_SR_1 Obscuring Mist (SPWI106) --> WIZARD_OBSCURING_MIST Expeditious Retreat (SPWI108) ADD_SPELL IN IWDEE: WIZARD_EXPEDITIOUS_RETREAT Non IWDEE: --> WIZARD_EXPEDITIOUS_RETREAT Dimension Jump (SPWI109) ADD_SPELL: WIZARD_DIMENSION_JUMP True Strike (SPWI111) --> WIZARD_TRUE_STRIKE Detect Alignment (SPWI126) ADD_SPELL: WIZARD_KNOW_ALIGNMENT_SR_1 Level 2: Detect Alignment (SPWI202) No problem: disables detect evil Battering Ram (SPWI207) --> WIZARD_BATTERING_RAM Know Opponent (SPWI208) --> WIZARD_KNOW_OPPONENT Sound Burst (SPWI223) --> WIZARD_SOUND_BURST Resist Elements (SPWI225) ADD_SPELL: WIZARD_RESIST_ELEMENTS Monster Summoning II (SPWI226) ADD_SPELL: WIZARD_MONSTER_SUMMONING_SR_2 Level 3: Monster Summoning III (SPWI309) --> WIZARD_MONSTER_SUMMONING_SR_3 Icelance (SPWI327) ADD_SPELL: WIZARD_ICELANCE Level 4: Dimension Door (disabled at this lvl) (SPWI402) Disabled for selection at creation in IWDEE, etc. (moved to 1st level) Monster Summoning II (Disabled at this lvl) (SPWI407) Disabled for selection at creation in IWDEE, etc. Break Enchantment (SPWI410) --> WIZARD_BREAK_ENCHANTMENT Monster Summoning IV(SR)(SPWI423) --> WIZARD_MONSTER_SUMMONING_SR_4 Protection from Elemental Energy (SPWI426) ADD_SPELL: WIZARD_PROTECTION_FROM_ELEMENTAL_ENERGY Vitriolic Sphere (SPWI427) ADD_SPELL: WIZARD_VITRIOLIC_SPHERE Level 5: Summon Shadow (SPWI501) --> WIZARD_SUMMON_SHADOW Waves of Fatigue (SPWI508) --> WIZARD_WAVES_OF_FATIGUE Dispelling Screen (SPWI510) --> WIZARD_DISPELLING_SCREEN Ball Lightning (SPWI524) ADD_SPELL: WIZARD_BALL_LIGHTNING //see protect from fire below--same file name (SPWI524) Protection from Fire (SPWI524) ADD_SPELL: WIZARD_PROTECTION_FROM_FIRE_SR_5 (5th level version) Protection from Cold (SPWI525) ADD_SPELL: WIZARD_PROTECTION_FROM_COLD_SR_5 (5th level version) Mestl's Acid Sheath (SPWI526) ADD_SPELL: WIZARD_MESTILS_ACID_SHEATH Level 6: Banishment (SPWI605) --> WIZARD_BANISHMENT Monster Summoning IV (SPWI619) --> WIZARD_MONSTER_SUMMONING_4 // DavidW: special case Animate Skeleton Warrior (SPWI623) --> WIZARD_ANIMATE_SKELETON_WARRIOR Level 7: Summon Death Knight (SPWI707) --> WIZARD_SUMMON_DEATH_KNIGHT Monster Summoning VII (SPWI724) ADD_SPELL: WIZARD_MONSTER_SUMMONING_5 Level 8: Ghostform (SPWI2801) --> WIZARD_GHOSTFORM Mind Blank (SPW802) --> WIZARD_MIND_BLANK Symbol of Weakness (SPWI811) --> WIZARD_SYMBOL_WEAKNESS Monster Summoning VIII (SPWI819) ADD_SPELL: WIZARD_MONSTER_SUMMONING_6 Level 9: Monster Summoning VIIII (SPWI2906) --> WIZARD_MONSTER_SUMMONING_7 Edited November 17, 2018 by Grammarsalad Quote Link to comment
Mike1072 Posted October 29, 2018 Share Posted October 29, 2018 I have a few thoughts: 1. Considerations for IWDEE shouldn't compromise any other part of the mod. SR wasn't designed for IWDEE. If the SR versions of spells would cause the IWDEE AI to mess up, we should simply avoid installing those spells on IWDEE. Later, we can examine ways to improve the IWDEE experience. 2. Any truly new spell added by SR (i.e. taking up a new spell slot rather than overwriting an existing spell) should be switched to ADD_SPELL. This will prevent and avoid a wide variety of compatibility problems. 3. "New" spells that are actually overwriting existing spells are probably best left alone. We can add IDS entries for them (aliases) if that helps. And I have a few suggestions for implementing ADD_SPELL: 1. First, identify all SPWI and SPPR spells that are going to be changed to ADD_SPELL and create a list of the filenames. 2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched. 3. At install time, use ADD_SPELL for the files. After everything is installed, use the same WeiDU function from before to search through all .spl, .eff, and .itm files in the game and match the changed values (e.g. "dvfaerfi") with the newly assigned filenames. Likewise, we'll want to search the .tpa/.tph files to see if the old filenames are referenced in any libraries and modify those so they fetch the new filename from SPELL.IDS at install-time. Can anyone think of any references to old filenames that wouldn't be caught by this? Quote Link to comment
subtledoctor Posted October 29, 2018 Share Posted October 29, 2018 (edited) 1) Yeah, what Mike said. If you ADD_SPELL Sunscorch then a) on BG it will be added to a new slot, more or less as normal, and 2) on IWDEE it will replace the native version. ADD_SPELL Strength of Stone too and it will avoid any collisions.2) For Cause Light Wounds and anything that might mess up IWD's AI, I would simply not install them onto IWDEE. Just put it inside !GAME_IS ~iwdee~ tags. Edited November 7, 2018 by subtledoctor Quote Link to comment
Grammarsalad Posted October 29, 2018 Author Share Posted October 29, 2018 (edited) I have a few thoughts: 1. Considerations for IWDEE shouldn't compromise any other part of the mod. SR wasn't designed for IWDEE. If the SR versions of spells would cause the IWDEE AI to mess up, we should simply avoid installing those spells on IWDEE. Later, we can examine ways to improve the IWDEE experience. 2. Any truly new spell added by SR (i.e. taking up a new spell slot rather than overwriting an existing spell) should be switched to ADD_SPELL. This will prevent and avoid a wide variety of compatibility problems. 3. "New" spells that are actually overwriting existing spells are probably best left alone. We can add IDS entries for them (aliases) if that helps. Okay. I can do that. That's actually easier for me. I want to still be transparent with this, so I'll modify the op with spells that are (e.g.) not installed in iwdee. And I have a few suggestions for implementing ADD_SPELL: 1. First, identify all SPWI and SPPR spells that are going to be changed to ADD_SPELL and create a list of the filenames. No problem. 2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched. 3. At install time, use ADD_SPELL for the files. After everything is installed, use the same WeiDU function from before to search through all .spl, .eff, and .itm files in the game and match the changed values (e.g. "dvfaerfi") with the newly assigned filenames. Likewise, we'll want to search the .tpa/.tph files to see if the old filenames are referenced in any libraries and modify those so they fetch the new filename from SPELL.IDS at install-time. Can anyone think of any references to old filenames that wouldn't be caught by this? I'll need help with that weidu function, but otherwise, sounds good Edited October 29, 2018 by Grammarsalad Quote Link to comment
Grammarsalad Posted November 7, 2018 Author Share Posted November 7, 2018 Okay, just about done with priest spells. Will start on mage spells next A couple of things: I notice that Contagion does not replace rigid thinking in IWDEE, though I'm not exactly sure why. If its an AI thing, why is it not an issue in non IWDEE games? Should the spell just be ADD_SPELLed, or is it okay to replace the IWDEE version of rigid thinking? Right now, I am ADD_SPELLing it in IWDEE, but replacing rigid thinking in non-IWDEE games. The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells. Quote Link to comment
subtledoctor Posted November 7, 2018 Share Posted November 7, 2018 (edited) Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENTI would keep this as CLERIC_REMOVE_CURSE. The name has been changed but the spell performs the same function at the same level, so I think it's work standardizing the IDS names and preventing duplicates. The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells. Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321. Edited November 7, 2018 by subtledoctor Quote Link to comment
Mike1072 Posted November 7, 2018 Share Posted November 7, 2018 The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells. Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321. This talk belongs in a different thread. Any oddities or bugs you find should be noted and tabled for later, unless they prevent implementing ADD_SPELL changes. It's too easy to get sidetracked. Quote Link to comment
Mike1072 Posted November 7, 2018 Share Posted November 7, 2018 Okay, just about done with priest spells. Will start on mage spells nextGreat. I'll try to write up that function before Monday. Quote Link to comment
Grammarsalad Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) Break Enchantment (SPPR307) --> CLERIC_BREAK_ENCHANTMENTI would keep this as CLERIC_REMOVE_CURSE. The name has been changed but the spell performs the same function at the same level, so I think it's work standardizing the IDS names and preventing duplicates. The regenerate x wounds spells all protect against each other in the vanilla games. This changes to 321 effects in the EE engines (which is better, of course). Wouldn't it make more sense to have each version of the spell protect against lesser versions of the spell in the vanilla games (e.g. regenerate moderate wounds protects against regenerate minor wounds--and no other regenerate spell--but regenerate minor wounds wouldn't protect against regenerate moderate wounds--or better regenerate spells? I forget exactly what this would do, but if it would just override the previous spell, it makes sense to allow more powerful regenerate spells to override weaker regenerate spells. Yeah I was going to suggest this but then I saw you already posted it. My suggestion would be to have more-powerful versions override the less-powerful versions. That works with opcode 321 of course... but not for the non-EE opcode 206 versions. I suggest adding some custom code setting this up at the end of the EE .tpa file that adds 321. Cool. Taking Mike's advice, we should suggest this in another thread. I'm going to collect suggestions as I go and then post them later Okay, just about done with priest spells. Will start on mage spells nextGreat. I'll try to write up that function before Monday. Good stuff. I might be finished by Monday. It's moving along pretty quickly, so I'll be finished pretty soon regardless. I'll keep updating the OP as I progress Edit: Nope. There are more moving parts with Mage Scrolls. Moving along a bit slower, but making progress daily. Edited November 13, 2018 by Grammarsalad Quote Link to comment
Mike1072 Posted November 13, 2018 Share Posted November 13, 2018 Dimension Jump (SPWI109) IWDEE --> WIZARD_DIMENSION_JUMPThis spell is using a new spell slot and should therefore be ADD_SPELLed. Quote Link to comment
Mike1072 Posted November 13, 2018 Share Posted November 13, 2018 2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched. I've created the function. Once we update it with the final list of spells that will be ADD_SPELLed, it can be applied to the current files to replace references to old resource names. I'll need to add code to SR to replace these placeholders with the newly assigned names, but most of the work's done: it will be reusing the replace_spell_resources.tpa file. Quote Link to comment
Grammarsalad Posted November 13, 2018 Author Share Posted November 13, 2018 (edited) Dimension Jump (SPWI109) IWDEE --> WIZARD_DIMENSION_JUMPThis spell is using a new spell slot and should therefore be ADD_SPELLed. Sounds good. Will correct. Edit: Done 2. Create and run a little WeiDU function (I can code this) that searches through all .spl, .eff, .itm files included in SR's folders (and perhaps IR's too) for effects with a resource value that matches one of these filenames and replace them with a placeholder like "dvfaerfi" or "dvstrsto" depending on which value matched.I've created the function. Once we update it with the final list of spells that will be ADD_SPELLed, it can be applied to the current files to replace references to old resource names. I'll need to add code to SR to replace these placeholders with the newly assigned names, but most of the work's done: it will be reusing the replace_spell_resources.tpa file. Sounds good Edited November 14, 2018 by Grammarsalad Quote Link to comment
Bartimaeus Posted November 20, 2018 Share Posted November 20, 2018 How is nwn_spell_deflection.tpa handled for spells added via ADD_SPELL? Quote Link to comment
Grammarsalad Posted November 21, 2018 Author Share Posted November 21, 2018 How is nwn_spell_deflection.tpa handled for spells added via ADD_SPELL? Er, I didn't address that at all. Right now, I've finished the first step and Mike is working with it. I think he has a plan. Though, I'm happy to do whatever grunt work needs to be done if required Quote Link to comment
Mike1072 Posted November 21, 2018 Share Posted November 21, 2018 Yeah, I'll take a look to see if there are any references to the old spells. Likewise, we'll want to search the .tpa/.tph files to see if the old filenames are referenced in any libraries and modify those so they fetch the new filename from SPELL.IDS at install-time. Quote Link to comment
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