Caedwyr Posted December 19, 2007 Share Posted December 19, 2007 I'm currently implementing some spells, and I have the following code, which I stole from Refinements COPY ~Celestial_Mystic/SPLs/CA#CMBLH.spl~ ~override/CA#CMBLH.spl~ SAY NAME1 @204 SAY NAME2 @204 SAY 0x1be @204 What I'm wondering, is where did the 0x1be get picked from? I know it patches the spell to use the text at 204 in my .tra file, but how did the number get chosen. Looking at the IESDP I can see a number of entries that appear to be relevant to be sure I'm patching to the right place. In the .spl, I have the 0x0064 which is the extended header offset (I only have one extended header) In the extended header I have both the feature count 0x001e and feature offset 0x0020. In the Feature Block, I have the Parameter 1 0x0004 which is where the text should be linked in my particular spell. So, how did the value 0x1be get chosen for this? Link to comment
the bigg Posted December 19, 2007 Share Posted December 19, 2007 In Near Infinity, enable Show Hex Offsets and open the "Display String" effect (or "Protect from Display String", etc) and it'll be obvious. Link to comment
Caedwyr Posted December 19, 2007 Author Share Posted December 19, 2007 Thanks. One of the less verbose sections of DLTCEP I guess. Link to comment
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