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Topaz

Member Since 18 Dec 2002
Offline Last Active Apr 18 2005 03:31 AM

Topics I've Started

ADD_KNOWN_SPELL

22 October 2004 - 11:06 AM

Hi,

I would like to change the spell books of every mage in BGTutu. IMHO spell memorization in BGI sucks. Doing it manually results mostly in crashes because some offset isn't correct and so on. So this a very itchy subject. I have accomplished this already trough scripting, but that's kinda bulky. One important issue is that I don't want every mage to have memorized the same spell (variation could be scripted of course).

I don't have much experience in tp2 coding, but would this outline do the trick?:

COPY_EXISTING_REGEXP ~.*\.cre~ ~override~
   READ_BYTE 0x234 "level" //problem with dual/multiclassed:what is level1/level2?
   READ_BYTE 0x273 "class"
   READ_LONG 0x2a0 "knownSpellsOffset" 
   READ_LONG 0x2a8 "memorizationOffset" 
   READ_LONG 0x2b0 "memorizedSpellsOffset"
   
   //Some way to delete all known wizard spells, then rebuild them
   ADD_KNOWN_SPELL ~SPWI112~ #0 ~wizard~

   IF "%level%"=1
     WRITE_SHORT ("%memorizationOffset%" + 48) 1 //72 should be 48 in hex
     SET "#spellsLvl1"=1 //in this case n is 1
   IF "%level%"=2
     WRITE_SHORT ("%memorizationOffset%" + 48) 1 
     SET "#spellsLvl1"=1 //in this case n is 1
     WRITE_SHORT ("%memorizationOffset%" + 52) 1 
     SET "#spellsLvl2"=1 //in this case n is 1
   IF "%level%"=3
     WRITE_SHORT ("%memorizationOffset%" + 48) 2 
     WRITE_SHORT ("%memorizationOffset%" + 52) 1 
//... and so on. i don't have a list at hand.

   //Some way to delete all memorized wizard spells, then rebuild them
   IF "%level%"=1
     WRITE_ASCII ("%memorizedSpellsOffset%") ~spwi112~

IF_EVAL ("%class%"=1 OR "%class%"=13 OR "%class%"=14) //trueclass,mage/thief, mage/cleric,...

Also need to do specialist mages...

Need someone to proofread script

14 September 2004 - 07:41 AM

It's way too big (2000 lines) to show in a message and it behaves a bit cranky... see my RandomNum() post. It enhances the BGTutu mages... it should... but because of it's size I think it goes too slow, and the randomnums really piss me off.

So anyone who knows enough about scripts and has Tutu please answer or pm!

REPLACE_BCS_BLOCK

15 February 2004 - 12:35 PM

I want to change some blocks in  vamemi01.bcs. Those blocks are only present in the bcs file added by tactics, not in the biff bcs. If the player has not installed this vamemi01.bcs trough tactics, I just want to copy over the whole bcs file. (Yay! stay true too the weidu philosophy)

How do I 'introduce' the

COPY_EXISTING ~vamemi01.bcs~ ~override/vamemi01.bcs~
REPLACE_BCS_BLOCK ~take.baf~ ~replace.baf~ command

to make sure the file needed to be patched is in the override?

I know of REQUIRE_FILE ~override/file~, but this will end the install if the file ain't there.

So is there something like HAVE_FILE ?

Also since COPY_EXISTING copies from the biff, I guess it is a bit stupid to copy it to the override, especially if the file you want has been placed in the override by a previous mod. Then weidu will give an error since the blocks aren't in the COPY_EXISTING bcs. Is that true?
(most of the info about this came from http://www.shsforums.net/index.p...lace_bcs_block)