DrAzTiK Posted November 24, 2008 Share Posted November 24, 2008 Is spell'revisions also aplly on ennemy's spellbooks ?? To prevent divine spell, is it ok to do : /*COPY ~spell_rev\sppr1##\sppr103.spl~ ~override~ //Cure Light Wounds SAY NAME1 @5 SAY UNIDENTIFIED_DESC @6*/ /*COPY ~spell_rev\sppr3##\sppr321.spl~ ~override~ //Cause Serious Wounds (disabled at lvl4, active at lvl 3) SAY NAME1 @107 SAY UNIDENTIFIED_DESC @108*/ COPY ~spell_rev\sppr3##\serious.itm~ ~override~ ADD_PROJECTILE ~spell_rev\projectles\dvharmon.pro~ /*COPY ~spell_rev\sppr4##\sppr406.spl~ ~override~ //Defensive Harmony SAY NAME1 @121 SAY UNIDENTIFIED_DESC @122 WRITE_SHORT 0x98 %dvharmon% COPY ~spell_rev\sppr4##\scrl5b.itm~ ~override~ SAY NAME2 @121 SAY IDENTIFIED_DESC @122*/ ty Link to comment
Icendoan Posted November 24, 2008 Share Posted November 24, 2008 SR applies to ALL spells, doesn't matter where they are. And that doesn't prevent divine spells! You would have to comment a LOT more than that, that only removes 3 spells (cure light wounds, cure moderate wounds and defensive harmony). Think about throwing everything with a mention to spell_rev/sppr##/ and any patches that follow it in /* */ Icen Link to comment
DrAzTiK Posted November 24, 2008 Share Posted November 24, 2008 I spoke only for this 3 spells , I don't want to prvent all divine spells lol. What is very nice in this mod is to be able to prevent spells we don't like. Too bad we can't do as well for some parts of Item's rebalancing ty Link to comment
Icendoan Posted November 24, 2008 Share Posted November 24, 2008 You can do exactly the same for ANY WeiDU mod, regardless of name or what it does. /* comment */ and // comment is WeiDU syntax, part of the WeiDU language, not just implemented via macros or whatever for one mod. If you did that for any other mod here, it would work. In fact, there is a thread called 'I HATE this fix!' in the BG2 Fixpack forum, which uses EXACTLY the same method, allowing any user to customize the fixpack regardless of what fix they use. As long as it is WeiDU, it works. Icen Link to comment
DrAzTiK Posted November 24, 2008 Share Posted November 24, 2008 Yes but It's a litlle different. By exemple, for IR, i would like install main component but without 2d6 for two handed sword, 1d10 hammer, no heavy armor for druids etc... Link to comment
Icendoan Posted November 24, 2008 Share Posted November 24, 2008 What do you mean, it is a little different?! The method is exactly the same, there is no change about where you can comment out and still get an installing mod, so what on earth do you mean? Icen Link to comment
DrAzTiK Posted November 24, 2008 Share Posted November 24, 2008 I mean i can't install Main component (modify enchamtment of items) of IR and also have vanilla's damages for this weapons . And : ADD_PROJECTILE ~spell_rev\projectles\dvmscure.pro~ /*COPY ~spell_rev\sppr5##\sppr514.spl~ ~override~ //Mass Cure SAY NAME1 @177 SAY UNIDENTIFIED_DESC @178*/ SET "loop" = 12 WHILE (%loop% > 0) BEGIN WRITE_SHORT (0x98 + 0x28 * (%loop% - 1) ) %dvmscure% SET "loop" = %loop% - 1 END Impossible ton installe SR if i prevent this spell. Could you give me some help please? Link to comment
Icendoan Posted November 24, 2008 Share Posted November 24, 2008 Ah, you need to remove all patches as well as the mere copying of the spell. WeiDU syntax is: <MOD DETAILS> <BEGIN> <ACTIONS> ----<patches> <ACTIONS> and so on. Now, WHILE is a PATCH loop, so it also needs to be commented out. I would keep commenting out until the next COPY or ADD_* Icen Link to comment
DrAzTiK Posted November 25, 2008 Share Posted November 25, 2008 lol sorry but i don't understand at all lol ... could you write it for me Link to comment
DrAzTiK Posted November 25, 2008 Share Posted November 25, 2008 I have same problem for : ADD_PROJECTILE ~spell_rev\projectles\dvstrone.pro~ /*COPY ~spell_rev\sppr3##\sppr312.spl~ ~override~ //Strength Of One SAY NAME1 @93 SAY UNIDENTIFIED_DESC @94*/ WRITE_SHORT 0x98 %dvstrone% Link to comment
Demivrgvs Posted November 25, 2008 Share Posted November 25, 2008 I have same problem for : ADD_PROJECTILE ~spell_rev\projectles\dvstrone.pro~ /*COPY ~spell_rev\sppr3##\sppr312.spl~ ~override~ //Strength Of One SAY NAME1 @93 SAY UNIDENTIFIED_DESC @94*/ WRITE_SHORT 0x98 %dvstrone% You have to do the following: /*ADD_PROJECTILE ~spell_rev\projectles\dvstrone.pro~ COPY ~spell_rev\sppr3##\sppr312.spl~ ~override~ //Strength Of One SAY NAME1 @93 SAY UNIDENTIFIED_DESC @94 WRITE_SHORT 0x98 %dvstrone%*/ Else the projectile assignement code (WRITE_SHORT 0x98 %dvstrone%) can't understand where it is supposed to put the projectile just added (dvstrone.pro). Is spell'revisions also aplly on ennemy's spellbooks ??Yes. Regarding IR, we have already moved a lot of changes I considered mandatory to optional components, but asking me to make every single change optional it's like asking to an NPC modder to make all his NPC's banters optional! Link to comment
Icendoan Posted November 25, 2008 Share Posted November 25, 2008 Or all fixpack components optional. Icen Link to comment
DrAzTiK Posted November 25, 2008 Share Posted November 25, 2008 Sorry but i am a total newbie at modding. Are you sure it's ok for : ADD_PROJECTILE ~spell_rev\projectles\dvharmon.pro~ /*COPY ~spell_rev\sppr4##\sppr406.spl~ ~override~ //Defensive Harmony SAY NAME1 @121 SAY UNIDENTIFIED_DESC @122 WRITE_SHORT 0x98 %dvharmon% COPY ~spell_rev\sppr4##\scrl5b.itm~ ~override~ SAY NAME2 @121 SAY IDENTIFIED_DESC @122*/ whit not /* before "ADD" in this case ? Link to comment
DrAzTiK Posted November 25, 2008 Share Posted November 25, 2008 /*ADD_PROJECTILE ~spell_rev\projectles\dvglyph.pro~ COPY ~spell_rev\sppr3##\sppr304.spl~ ~override~ //Glyph Of Warding SAY NAME1 @77 SAY UNIDENTIFIED_DESC @78 SET "loop" = 6 WHILE (%loop% > 0) BEGIN WRITE_SHORT (0x98 + 0x28 * (%loop% - 1) ) %dvglyph% SET "loop" = %loop% - 1 END*/ It's ok ? Link to comment
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