drake127 Posted June 5, 2005 Share Posted June 5, 2005 Number of function is directly bounded with engine and it does not matter how function is called. I can name it "160 PoužijKouzloZdroj" (in Czech) and it will work and it will be compiled and decompiled normally. Functions in Infinity Games can be declared with different parameters and engine will use appropriate function coded in engine. So you cannot create new number 204 when engine has no support for function 204. You defined function 204 TakePartyItemNum(S:ResRef*,I:Num*) with name ForceSpellRES and invalid parameters. Link to comment
drake127 Posted June 5, 2005 Share Posted June 5, 2005 In fact function 204 TakePartyItemNum(S:ResRef*,I:Num*) works in BG1 as well. I tested it now. Link to comment
Baronius Posted June 5, 2005 Author Share Posted June 5, 2005 Yeah, before you corrected me, when I added 204 (but as ForceSpellREs) and decompiled the script I got TakePartyItemNum() command in the baf source. I will now the release the pack you gave your consent for in PM, but in the future I can think it can be extended by new stuff. It can help the (few) people that still make mods for BG1TotSC because they just have to copy the lines of my TP2 and paste it to their mod's TP2. Link to comment
drake127 Posted June 5, 2005 Share Posted June 5, 2005 I can add 215 FollowObjectFormation(O:Object*,I:Formation*,I:Position*). Razfallow invented it month before on Czech forum. Link to comment
Baronius Posted June 5, 2005 Author Share Posted June 5, 2005 Let's create a collection then, and then release the pack once we think it's final. I will do the coding. (Regardless, I will release now the pack that can add the new 4 commands or can be pasted to other TP2s.) Link to comment
drake127 Posted June 5, 2005 Share Posted June 5, 2005 Let's close this: action.ids 31 SpellRES(S:RES*,O:Target*)* 95 SpellPointRES(S:RES*,P:Target*)* 113 ForceSpellRES(S:RES*,O:Target) 114 ForceSpellPointRES(S:RES*,P:Target) 160 ApplySpellRES(S:RES*,O:Target) 181 ReallyForceSpellRES(S:RES*,O:Target) 191 SpellNoDecRES(S:RES*,O:Target*)* 192 SpellPointNoDecRES(S:RES*,P:Target*)** 204 TakePartyItemNum(S:ResRef*,I:Num*) 240 ReallyForceSpellDeadRES(S:RES*,O:Target)*** 318 ForceSpellRangeRES(S:RES*,O:Target)*** 319 ForceSpellPointRangeRES(S:RES*,P:Target)*** 337 ReallyForceSpellPointRES(S:RES*,P:Target*) trigger.ids 0x4031 HaveSpellRES(S:Spell*) * S:RES* is case sensitive! Write these strings UPPERCASE! ** Spell is no longer memorized after casting as it should be! (same as SpellPointNoDec - igi look at it, pls) *** I did not test it because I do not know how it should work. Link to comment
Baronius Posted June 5, 2005 Author Share Posted June 5, 2005 OK so should those seven (green) commands be added to the pack then? Link to comment
drake127 Posted June 5, 2005 Share Posted June 5, 2005 OK so should those seven (green) commands be added to the pack then? <{POST_SNAPBACK}> Eight of them I added one. But you can add even blue ones. Link to comment
Baronius Posted June 5, 2005 Author Share Posted June 5, 2005 OK since it's easier to have all stuff in one place, I've summarized my experience in BWL. Link to comment
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