Re: Creating a Spell Spreadsheet No, I don't know. I only cracked the .dll once with a hex editor and went blind for a day. Anyway I'm not a code monkey and don't actually know any languages. I only picked up Python on the fly from ToEE scripts.
Re: Creating a Spell Spreadsheet I'm guessing anyone who made any progress with the .dll is no longer around? I'm foolish enough to try it anyway =D
Re: Creating a Spell Spreadsheet I've more or less solved the Lesser Restoration issue; the idea mentioned earlier worked fine. I've attached the py file for the revised spell; no other files changes are necessary. Essentially what I did was, whenever the spell is cast from an item, or otherwise does not have a radial option selected, it cycles through each ability, starting with strength, and heals each one until it finds one which is successfully restored, then stops. Obviously it also stops if you get to the end of all six abilities. The only downside is that it shows floating text for each attempt. So, for example, suppose that your character had constitution damage (but no other ability damage), and then someone used a wand of Lesser Restoration on you. In that case, the following text would appear above your head, in order: Restoration : Strength [0] Restoration : Dexterity [0] Restoration : Constitution [2] (another number here, depending on how much was healed) This was necessary because I had to actually apply the restoration effect to determine if it worked, by comparing the ability score before and after the restoration. There is no function to check for ability damage. At least not one that I have access to. It only applies the particle effect once though, so don't worry about that. I think this shortcoming is minor compared to the current situation of a single random ability being target. Since you usually only need to heal one ability, this means that you have a 5/6th chance of wasting a charge/scroll.
Re: Creating a Spell Spreadsheet This sounds great. I'm not worried about the floating text - it makes it look like the spell's 'working,' just like Head and Shoulders. Tingly.
So, there are a bunch of new spells popping up here, and in other threads (such as "Detect Charges"), and I'm wondering if you have a preference as to the numbering. Currently I'm placing them starting at 901+. I can only go up to 999, but I very much doubt I'll hit 100 new spells. I'm doing this because it's the only free and open range that will allow me to use the corresponding scroll and wand ids: 9901+, 12901+. The alternative is to free up some earlier spell ids. What I mean by this is that, in spell.mes, there are a *ton* of spells named that were never implemented at all. Even less so than the Darkvision and Flaming Sphere that we've run across. No items are associated with the spells, and they have no script. Just entries in spells.mes, spell_enum.mes and SpellList.mes. To give you an idea of the number, here are the "A" spells that are not in anyway implemented. {2}{Air Walk} {3}{Alarm} {4}{Alter Self} {6}{Animal Friendship} {8}{Animal Messenger} {9}{Animal Shapes} {12}{Animate Objects} {13}{Animate Rope} {14}{Antilife Shell} {15}{Antimagic Field} {16}{Antipathy} {17}{Antiplant Shell} {18}{Arcane Eye} {19}{Arcane Lock} {20}{Arcane Mark} {21}{Astral Projection} {22}{Atonement} {23}{Augury} {24}{Awaken} I figure that at the start of the whole thing, Troika just listed every spell out in spells.mes, and then implemented the ones that they could. So, to sum up, the other option would be to overwrite some of these outdated entries from spells.mes and such. If you don't want to do that, then I'll happily stick the new spells in the 900s range.