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where are the rest of the wild surge spells?


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#1 phordicus

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Posted 29 December 2012 - 05:34 AM

Only around half are defined in SPWM1xx.  None of them are referenced by any {BCS,CRE,EFF,SPL}.  I know "hardcoded" is the answer, but something more specific and modder-friendly would be nice.  (Maybe we can get some of that expertise and source code access over there at Beamdog to do us some good.)


Edited by phordicus, 29 December 2012 - 06:10 AM.

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#2 phordicus

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Posted 16 January 2013 - 06:10 AM

:(

 

I suppose that's why there's an excess of fluff mods yet the best technical mod is less than 3 years old.  And still no useful info from Oster & Co.  Hallelujah.


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#3 Jarno Mikkola

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Posted 16 January 2013 - 07:40 AM

yet the best technical mod is less than 3 years old.  

And what would that be ? Erhm, Weidu(.exe) itself is say ~10 years old :devil: , of course it has been upgraded a few times since but that's not the point. :D

PS, there's "100 effects" for the wild surge, but only so and so many actually different spells as some of the effects are there multiple times. So it might well be that there's really only the ~50 actual spells.


Edited by Jarno Mikkola, 16 January 2013 - 07:45 AM.

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#4 phordicus

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Posted 16 January 2013 - 10:36 PM

yet the best technical mod is less than 3 years old.  

And what would that be ? Erhm, Weidu(.exe) itself is say ~10 years old :devil: , of course it has been upgraded a few times since but that's not the point. :D

PS, there's "100 effects" for the wild surge, but only so and so many actually different spells as some of the effects are there multiple times. So it might well be that there's really only the ~50 actual spells.

Well, to be fair I consider weidu a tool, not a mod, and is less about modding and more about adding content, 99% of which is not worth the bandwidth to download.  Cf. the plethora of gameplay-altering mods for a game like Dawn of War or Oblivion.

 

Yeah, I've looked at the surge table and the spells referenced.  At least half of the unlisted (hardcoded) "spells" have effects that are in no way duplicated by any available opcode.  The point is to externalize those called effects;  failing that, some solid information on them would be desireable (I sense that some of them sub in slightly different variables for already extant effects).


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#5 Fiann of the Silver Hand

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Posted 02 October 2016 - 08:00 PM

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