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SPELL.IDS coding discussion


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Posted

spells.2da theoretically determines which spells are automatically displayed in-game.  In vanilla, the file did nothing, but ToBEx made it work.  I don't know whether the EEs use it or not.  (I assume they don't, since the file only goes up to 7th level.)

ADD_SPELL in WeiDU currently only considers adding spells in the range 1 to 50 and will display a message if it can't find a spot ("Couldn't add X to spell.ids as no slots remain").  It wouldn't be hard to change it to read from spells.2da, but you'd need to write a separate mod that would increase the limits in spells.2da (and update hidespl.2da accordingly).  If spells.2da isn't used in the EEs, this doesn't seem very worthwhile.

Posted (edited)

Spells.2da exists in the EEs, it looks like this:

2DA V1.0
0
            1      2      3      4      5      6     7
MAGE        50     50     50     50     50     50    50
PRIEST      50     50     50     50     50     50    50

I had no idea what it was meant to do... and have no idea whether it does anything now.

Edited by subtledoctor
Posted (edited)
18 hours ago, kjeron said:

It works - to reduce the number of spells available below the first 50.  Raising the number above 50 does nothing however.

So, to sum up:

As far as CharGen and level up (for Sorcerers and Shamans) are concerned, you cannot exceed 50, otherwise the spell will not appear. Instead, as far as learning a spell from a scroll is concerned, then you can safely exceed 50, you'll be able to copy it to your spell book. Is that right?

Edited by Luke
Posted

Does this have anything to do with scrolls at all? I’m pretty sure you can code any item as ‘type=scroll’ and give it a header with an opcode 147 spell learning effect, and you can learn any spell from it. I didn’t think the spell’s filename or IDS status was relevant at all. 

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