Jarno Mikkola Posted January 24, 2014 Share Posted January 24, 2014 How many of the spells use the pure spell related damage in the .spl file in the extended headers 0x16 - 0x1d bytes, as opposed to them using the opcode #12 to do their business ? Is there a clear difference between the two and what would it be ? I was thinking of making a mod that alters a related feature, and now that I am aware of this, I need to know if I actually should take all of this into account. And delay the weidu installation yet another horrible round of checks. I know that most spells use the opcode #12... but if even one of them doesn't, I might get a lot of trouble. The iesdp actually says that the extended headers feature is unused, so has anyone ever ran into a spell that uses it ? That actually works and all. And thanks for answering the question... Link to comment
Mike1072 Posted January 24, 2014 Share Posted January 24, 2014 Near Infinity doesn't find any spells with values greater than 0 in either the # dice thrown field or the damage bonus field in my BG2 and Tutu installations. Link to comment
lynx Posted January 25, 2014 Share Posted January 25, 2014 effect dice sides and number are used for level based resistance checks (min, max level). See cloudkill for an example. But the SPL equivalent does seem to be unused. Link to comment
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