subtledoctor Posted July 30, 2021 Share Posted July 30, 2021 I want to 1) change the IDS entry for the existing Identify spell; and 2) add my new version. Here is the basic code: COPY_EXISTING ~spell.ids~ ~override~ REPLACE_TEXTUALLY ~WIZARD_IDENTIFY~ ~D5_IDENTIFY_OLD~ ADD_SPELL ~%MOD_FOLDER%/data/d5tb110.spl~ 2 1 ~WIZARD_IDENTIFY~ What ends up happening in SPELL.IDS is this: 2110 D5_IDENTIFY_OLD 2110 WIZARD_IDENTIFY I expect my new spell to have a distinct RES. What am I missing? Quote Link to comment
subtledoctor Posted July 30, 2021 Author Share Posted July 30, 2021 Maybe something special about vanilla IDS names? This workaround seems to work: COPY_EXISTING ~spell.ids~ ~override~ REPLACE_TEXTUALLY ~WIZARD_IDENTIFY~ ~D5_WIZARD_IDENTIFY_OLD~ ADD_SPELL ~%MOD_FOLDER%/data/d5tb110.spl~ 2 1 ~D5_NEW_IDENTIFY~ COPY_EXISTING ~spell.ids~ ~override~ REPLACE_TEXTUALLY ~D5_NEW_IDENTIFY~ ~WIZARD_IDENTIFY~ Quote Link to comment
argent77 Posted July 30, 2021 Share Posted July 30, 2021 Did you try CLEAR_IDS_MAP after updating spell.ids? It is possible that ADD_SPELL works on a cached ids map otherwise. Quote Link to comment
Gwendolyne Posted July 31, 2021 Share Posted July 31, 2021 Many years ago, I faced the same issue on classic games with missiles and projectiles ids files. As @argent77suggested, a CLEAR_IDS_MAP did the trick. Quote Link to comment
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