cirerrek Posted January 7, 2006 Share Posted January 7, 2006 For the Modders Pack Spell names that were missing from Spell.IDS or entries were incorrect. I've taken the liberty of adding a few select ones to to the wiki. A list I've compiled for eSeries usage. It is by no means comprehensive. I've taken to using spell codes (####) and SpellRES triggers and actions in some cases. Typically the names are things that Sarkyn and others worked out long ago. The names and format are open to debate. For example some might find BHAALSPAWN_INNATE_SLOW_POISON or CLERIC_OF_TALOS_STORM_SHIELD more descriptive/appropriate then what I have listed below. Spell.IDS Additions 1718 CLERIC_SYMBOL_STUN   // I already added this to the wiki 1719 CLERIC_SYMBOL_DEATH  // I already added this to the wiki 2302 WIZARD_REMOVE_MAGIC // was WIZARD_DISPEL_MAGIC 2326 WIZARD_DISPEL_MAGIC  // was WIZARD_DISPEL_MAGIC_TRUE 2490 WIZARD_POLYMORPH_NATURAL_FORM 2493 WIZARD_POLYMORPH_FLIND 2494 WIZARD_POLYMORPH_OGRE 2495 WIZARD_POLYMORPH_SPIDER 2496 WIZARD_POLYMORPH_MUSTARD_JELLY 2497 WIZARD_POLYMORPH_BROWN_BEAR 2498 WIZARD_POLYMORPH_BLACK_BEAR 2499 WIZARD_POLYMORPH_WOLF 2705 WIZARD_KHELBENS_WARDING_WHIP  // was WIZARD_WARDING_WHIP 2921 WIZARD_IMPROVED_ALACRITY  // was WIZARD_IMPROVED_ALUCRITY 3101 INNATE_CURE_LIGHT_WOUNDS 3102 INNATE_SLOW_POISON 3103 INNATE_DRAW_UPON_HOLY_MIGHT 3104 INNATE_LARLOCHS_MINOR_DRAIN 3105 INNATE_HORROR 3106 INNATE_VAMPIRIC_TOUCH 3122 AVENGER_SHAPESHIFT_NATURAL_FORM 3123 DRUID_SHAPESHIFT_FROM_BLACKBEAR 3124 SHAPESHIFTER_SHAPESHIFT_NATURAL_FORM 3150 SHAPESHIFT_NATURAL_FORM_1 3151 SHAPESHIFT_NATURAL_FORM_2 3152 SHAPECHANGE_MIND_FLAYER 3153 SHAPECHANGE_IRON_GOLEM 3154 SHAPECHANGE_GIANT_TROLL 3155 SHAPECHANGE_GREATER_WOLFWERE 3156 SHAPECHANGE_FIRE_ELEMENTAL 3157 SHAPECHANGE_EARTH_ELEMENTAL 4213 PALADIN_PROTECTION_FROM_EVIL 4222 CAVALIER_REMOVE_FEAR 4321 BERSERKER_ENRAGE  // I already added this to the wiki 4632 AVENGER_SHAPESHIFT_SWORDSPIDER 4633 AVENGER_SHAPESHIFT_BABYWYVERN 4634 AVENGER_SHAPESHIFT_FIRESALAMANDER 4643 SHAPESHIFTER_SHAPESHIFT_WEREWOLF 4644 SHAPESHIFTER_SHAPESHIFT_GREATERWEREWOLF 4721 TALOS_STORMSHIELD 4722 TALOS_LIGHTNING_BOLT 4731 HELM_SEEKING_SWORD 4732 HELM_TRUE_SIGHT 4741 LATHANDER_BOON 4742 LATHANDER_HOLD_UNDEAD 4611 DRUID_SHAPESHIFT_BROWNBEAR 4612 DRUID_SHAPESHIFT_WOLF 4613 DRUID_SHAPESHIFT_BLACKBEAR Cirerrek Link to comment
devSin Posted January 8, 2006 Share Posted January 8, 2006 Come up with your preferred list and APPEND them all. I don't think it much matters for the modder's pack, and if there's any disagreement about the symbol, then we can just APPEND that one too. Represent. Link to comment
CamDawg Posted January 8, 2006 Share Posted January 8, 2006 True, extra symbolic values in the IDS aren't going to hurt anything. I am a bit wary of changing an existing one (instead of just appending a different entry for the same value) because we may cause a backwards incompatibility. Anyone else have something they want to add? Link to comment
devSin Posted January 8, 2006 Share Posted January 8, 2006 I don't think any of them should be changed. It's for the modder's pack, though, so I say just append them all and sort it out later (and just keep this thread open so the modding elite can get their favs in). Link to comment
CamDawg Posted January 9, 2006 Share Posted January 9, 2006 Two more thoughts about spell.ids... this is the one file I'm really, really tempted to overwrite since, being out of order, it's damn near impossible to use it without NI's search function. Also, if anyone has spare time, the following spells are present but lacking a spell.ids entry. Most of them don't need one (i.e. some are kit bonuses so they wouldn't be invoked anyway) but it may be worth a look (2299 WIZARD_SUMMON_COW, for example). 1950 2018 2019 2222 2299 2399 2483 2484 2485 2486 2487 2488 2489 2491 2802 2853 2938 3001 3107 3108 3109 3110 3111 3112 3113 3114 3115 3116 3118 3119 3120 3121 3125 3126 3127 3921 3995 4122 4123 4131 4132 4133 4141 4142 4143 4151 4153 4154 4212 4221 4233 4234 4235 4241 4242 4322 4331 4332 4341 4342 4351 4411 4415 4417 4421 4422 4441 4442 4521 4522 4541 4542 4621 4631 4641 4642 4751 4801 4812 4813 4814 4816 4817 4818 4819 4821 For UB notes, the following spell.ids entries exist with no corresponding spells: 1112 CLERIC_CIRCLE_OF_PROTECTION 1114 CLERIC_ANIMAL_FRIENDSHIP 1115 CLERIC_ENDURE_HEAT_COLD 1215 CLERIC_RESIST_COLD 1316 CLERIC_CURE_BLIND_DEAF 1714 CLERIC_ENERGY_DRAIN 1716 CLERIC_SPACE_WARP 2109 WIZARD_HOLD_PORTAL 2121 WIZARD_REVEAL_MAGIC 2122 WIZARD_PROTECTION_CIRCLE 2204 WIZARD_FOG_CLOUD 2216 WIZARD_WIZARD_LOCK 2315 WIZARD_WRAITH_FORM 2610 WIZARD_MONSTER_SUMMONING_4 2709 WIZARD_TATTOOS_OF_POWER 2801 WIZARD_DELETED 3620 DECK_STAR 3705 TRAP_PENDULUM 3928 MEPHIT_GAS_FORM 3705 TRAP_PENDULUM may be the missing tie-in to Dedral's (arnwar07.dlg) guillotine traps. And lastly, an attached spreadsheet I used to do this. spell_research.xls Link to comment
devSin Posted January 9, 2006 Share Posted January 9, 2006 3705 TRAP_PENDULUM may be the missing tie-in to Dedral's (arnwar07.dlg) guillotine traps. And lastly, an attached spreadsheet I used to do this.This is so fun. Basically, in the catwalk area in the guildhall, there are some big wooden arches. There's a couple animations around of a guillotine blade that moves vertically. Okay, maybe not so fun. The BAMs are a little hokey, and you'd need some way to make them a VVC to play (so they're not jumping up and down all the time). Not really worth it (and maybe not even possible). EDIT: Okay, maybe it is possible, if you create the traps and get the VVC to play at the right position. Still not worth it. Link to comment
CamDawg Posted January 9, 2006 Share Posted January 9, 2006 I've commissioned Sir Kill to make some guillotine animations. Link to comment
devSin Posted January 9, 2006 Share Posted January 9, 2006 Ah. Cheater. I'd assumed somebody would eventually come along and use the existing BAMs. Since the topic shifted to AR0307, somebody can figure out why the animations in this area are so funky (IIRC, the spiked wheel in the torture room and the rotating spiked floor). As for Spell.ids, I'd prefer to leave it unsorted, and then let the user decide how they want it. Any decent text editor should allow you to sort text matching any arbitrary pattern, so there's no real reason for us to impose some pre-determined order. Link to comment
CamDawg Posted January 9, 2006 Share Posted January 9, 2006 Ah. Cheater. I'd assumed somebody would eventually come along and use the existing BAMs. What are the file names of the existing ones? It'd help Sir Kill immesnely if he had something of the approximate right shape and animation to work from. Link to comment
devSin Posted January 9, 2006 Share Posted January 9, 2006 Something like AM307TT* or AR307TT* (there should be two or three). Link to comment
Sir-Kill Posted January 9, 2006 Share Posted January 9, 2006 the only thing about animations that I can contribute when you have 3ds open and you are making an anim. it looks good with anti-alias and in 16 mill color, you then take that nice animation and reduce it to 256 color and they just turn funky. if you look long enough at most anim. they look weird. anyway this might work for the guillotine bam ggg.rar Link to comment
CamDawg Posted January 21, 2006 Share Posted January 21, 2006 Sir-Kill sent me the animation and I'll see how I can restore it at some future point. cirerrek's spell.ids additions have been included in the Modder Pack on the wiki. Link to comment
Sir-Kill Posted August 17, 2006 Share Posted August 17, 2006 this is probably off topic but: cam we dissused stoneskin on UH's well I cant find a way around it. see my attempts Link to comment
CamDawg Posted August 17, 2006 Share Posted August 17, 2006 Cheers, thanks Sir-Kill. For those wondering, the gnoll in the first level of Watcher's Keep is actually an umber hulk (discovered by the UB folks). However, changing the animation from gnoll to umber hulk looks terrible and introduces a bigger bug--umber hulks remain stubbornly green and decidedly unstatueish as they can not be turned to the same gray color as the other statues. Link to comment
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