Page 1 sur 1
modifier le prix des parchemins
Posté : sam. 11 janv. 2025, 13:17
par DrAzTiK
J'aimerais trouver un code qui permette de fixer le prix des parchemins d'arcanes à 100 po par level. (100po pour un parchemin de level 1 , 200po pour un parchemin de level 2, 300 po pour un parchemin de level 3 etc... jusqu'à 900po pour un parchemin de level9)
En effet je trouve le prix des parchemins dans BG vanilla incohérent. (les prix varient du simple au double pour un même niveau de sorts) et surtout ça part en exponentielle avec des parchemins level 9 à 8000 po . Je passe sur le fait qu'on trouve parfois ce genre de parchemins dans un tonneau. bref c'est pas le sujet.
Subbtledoctor m'avait invité du coup à modifier le code d'un de ses composants :
https://github.com/UnearthedArcana/Low_ ... prices.tpa
Il m'a dit que je devais modifier le code en mettant celui çi à la place :
► Afficher le texte
COPY_EXISTING_REGEXP GLOB ~.*\.itm~ ~override~
PATCH_IF (SOURCE_SIZE > 0x71) BEGIN
READ_SHORT 0x1c item_type
PATCH_IF (%item_type% = 11) BEGIN
READ_LONG 0x34 scroll_price
READ_LONG 0x64 header_offset
READ_SHORT 0x68 header_count
READ_LONG 0x6a effect_offset
SET spell_level = 0
SET scroll_level_price = 0
SET can_learn = 0
FOR (header = 0; header < header_count ; ++header) BEGIN
SET this_header = 0
READ_SHORT (header_offset + (header * 0x38) + 0x1e) effect_count
READ_SHORT (header_offset + (header * 0x38) + 0x20) effect_index
FOR (effect = 0; effect < effect_count; ++effect) BEGIN
READ_SHORT (effect_offset + (effect_index + effect)* 0x30) opcode
PATCH_IF (opcode = 147) AND (this_header = 0) BEGIN
READ_ASCII (effect_offset + 0x14 + (effect_index + effect)* 0x30) resref_cast
INNER_PATCH_FILE ~%resref_cast%.spl~ BEGIN
READ_SHORT 0x1c type
READ_SHORT 0x34 cast_spell_level
END
PATCH_IF (type = 1) OR (type = 2) BEGIN // spell scroll
SET this_header = 1
SET can_learn = 1
END
END
END
END
PATCH_IF (can_learn = 1) BEGIN
SET spell_level = %cast_spell_level%
SET scroll_level_price = (%spell_level% * 100)
WRITE_LONG 0x34 %scroll_level_price%
END
END
END
BUT_ONLY
C'est la fin du code qui change un peu. Par contre une fois in game, les prix dans les magasins sont toujours les même donc je pense que ça ne marche pas vraiment.
Est ce que vous voyez d'où peut venir le problème ?
merciii
Re: modifier le prix des parchemins
Posté : dim. 12 janv. 2025, 08:28
par loupgris
Dans la pratique, j'ai trouvé bcp plus problématique de trouver certains sorts que l'aspect financier lié au coût.
J'aurais préféré trouver ralentissement et confusion avant la fin des mines de Bois Manteau...
Re: modifier le prix des parchemins
Posté : dim. 12 janv. 2025, 10:09
par DrAzTiK
loupgris a écrit : ↑dim. 12 janv. 2025, 08:28
Dans la pratique, j'ai trouvé bcp plus problématique de trouver certains sorts que l'aspect financier lié au coût.
J'aurais préféré trouver ralentissement et confusion avant la fin des mines de Bois Manteau...
Le mieux ce serait de modifier le store de Thalantyr afin qu'il propose à la vente quasiment tous les sorts .
ce genre de code, que j'ai trouvé dans le composant store revisions de item revisions pour dreide :
► Afficher le texte
ADD_STORE_ITEM WAND02 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Fear
ADD_STORE_ITEM WAND03 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Magic Missiles
ADD_STORE_ITEM WAND04 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Paralyze
ADD_STORE_ITEM WAND05 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Fire
ADD_STORE_ITEM WAND06 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Frost
ADD_STORE_ITEM WAND07 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Lightning
ADD_STORE_ITEM WAND08 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Sleep
ADD_STORE_ITEM WAND09 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Polymorph
ADD_STORE_ITEM WAND10 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Monster
ADD_STORE_ITEM WAND13 LAST #10 #0 #0 IDENTIFIED #1 UNLIMITED // Cloudkill
END ELSE BEGIN
ADD_STORE_ITEM WAND02 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Fear
ADD_STORE_ITEM WAND03 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Magic Missiles
ADD_STORE_ITEM WAND04 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Paralyze
ADD_STORE_ITEM WAND05 LAST #50 #50 #0 IDENTIFIED #1 UNLIMITED// Fire
ADD_STORE_ITEM WAND06 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Frost
ADD_STORE_ITEM WAND07 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Lightning
ADD_STORE_ITEM WAND08 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Sleep
ADD_STORE_ITEM WAND09 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Polymorph
ADD_STORE_ITEM WAND10 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Monster
ADD_STORE_ITEM WAND13 LAST #50 #0 #0 IDENTIFIED #1 UNLIMITED // Cloudkill
ADD_STORE_ITEM RODS03 LAST #0 #0 #0 IDENTIFIED #1 // rod of resurection
END
ADD_STORE_ITEM SCRL03 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Acid
ADD_STORE_ITEM SCRL04 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Cold
ADD_STORE_ITEM SCRL05 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Electricity
ADD_STORE_ITEM SCRL06 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Fire
ADD_STORE_ITEM SCRL07 LAST #1 #0 #0 IDENTIFIED #1 UNLIMITED // Protection from Magic
ADD_STORE_ITEM SCRL08 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Poison
ADD_STORE_ITEM SCRL09 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Undead
ADD_STORE_ITEM SCRL15 LAST #1 #0 #0 IDENTIFIED #5 UNLIMITED // Protection from Petrification / Protection from Alteration
ADD_STORE_ITEM BAG03 LAST #0 #0 #0 IDENTIFIED #1 // Scroll Case
ADD_STORE_ITEM BAG03C LAST #0 #0 #0 IDENTIFIED #1 // Scroll Case
ADD_STORE_ITEM BAG03F LAST #0 #0 #0 IDENTIFIED #1 // Scroll Case
ADD_STORE_ITEM SCRL71 LAST #1 #0 #0 IDENTIFIED #5 // Obscuring Mist / Blindness
ADD_STORE_ITEM SCRL68 LAST #1 #0 #0 IDENTIFIED #5 // Burning Hands
ADD_STORE_ITEM SCRL69 LAST #1 #0 #0 IDENTIFIED #5 // Charm Person
ADD_STORE_ITEM SCRL82 LAST #1 #0 #0 IDENTIFIED #5 // Chill Touch
ADD_STORE_ITEM SCRL83 LAST #1 #0 #0 IDENTIFIED #5 // Chromatic Orb
ADD_STORE_ITEM SCRL70 LAST #1 #0 #0 IDENTIFIED #5 // Color Spray
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM dvscrl02.itm LAST #1 #0 #0 IDENTIFIED #5 // Detect Evil
END
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL1V LAST #1 #0 #0 IDENTIFIED #5 // Dimension Door / Dimension Jump
END
ADD_STORE_ITEM SCRL73 LAST #1 #0 #0 IDENTIFIED #5 // Protection from Petrification / Expeditious Retreat
ADD_STORE_ITEM SCRL6D LAST #1 #0 #0 IDENTIFIED #5 // Find Familiar
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM dvscrl01.itm LAST #1 #0 #0 IDENTIFIED #5 // Friends
END
ADD_STORE_ITEM SCRL66 LAST #1 #0 #0 IDENTIFIED #5 // Grease
ADD_STORE_ITEM SCRL75 LAST #1 #0 #0 IDENTIFIED #5 // Identify
ADD_STORE_ITEM SCRL84 LAST #1 #0 #0 IDENTIFIED #5 // Larloch's Minor Drain
ADD_STORE_ITEM SCRL67 LAST #1 #0 #0 IDENTIFIED #5 // Mage Armor
ADD_STORE_ITEM SCRL77 LAST #1 #0 #0 IDENTIFIED #5 // Magic Missile
ADD_STORE_ITEM SCRL72 LAST #1 #0 #0 IDENTIFIED #5 // Friends / Monster Summoning I
ADD_STORE_ITEM SCRL78 LAST #1 #0 #0 IDENTIFIED #5 // Protection from Evil
ADD_STORE_ITEM SCRL5U LAST #1 #0 #0 IDENTIFIED #5 // Reflected Image
ADD_STORE_ITEM SCRL79 LAST #1 #0 #0 IDENTIFIED #5 // Shield
ADD_STORE_ITEM SCRL80 LAST #1 #0 #0 IDENTIFIED #5 // Shocking Grasp
ADD_STORE_ITEM SCRL81 LAST #1 #0 #0 IDENTIFIED #5 // Sleep
ADD_STORE_ITEM SCRLA6 LAST #1 #0 #0 IDENTIFIED #5 // Spook
ADD_STORE_ITEM SCRL76 LAST #1 #0 #0 IDENTIFIED #5 // Infravision / True Strike
ADD_STORE_ITEM SCRL1B LAST #1 #0 #0 IDENTIFIED #5 // Agannazar's Scorcher
ADD_STORE_ITEM SCRL91 LAST #1 #0 #0 IDENTIFIED #5 // Knock / Battering Ram
ADD_STORE_ITEM SCRL85 LAST #1 #0 #0 IDENTIFIED #5 // Blur
ADD_STORE_ITEM SCRL87 LAST #1 #0 #0 IDENTIFIED #5 // Detect Invisibilty
ADD_STORE_ITEM SCRL1C LAST #1 #0 #0 IDENTIFIED #5 // Ghoul Touch
ADD_STORE_ITEM SCRLA3 LAST #1 #0 #0 IDENTIFIED #5 // Glitterdust
ADD_STORE_ITEM SCRL89 LAST #1 #0 #0 IDENTIFIED #5 // Horror
ADD_STORE_ITEM SCRL90 LAST #1 #0 #0 IDENTIFIED #5 // Invisibilty
ADD_STORE_ITEM SCRL92 LAST #1 #0 #0 IDENTIFIED #5 // Know Alignment / Know Opponent
ADD_STORE_ITEM SCRL93 LAST #1 #0 #0 IDENTIFIED #5 // Luck
ADD_STORE_ITEM SCRL95 LAST #1 #0 #0 IDENTIFIED #5 // Melf's Acid Arrow
ADD_STORE_ITEM SCRL96 LAST #1 #0 #0 IDENTIFIED #5 // Mirror Image
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM SCRL1L LAST #1 #0 #0 IDENTIFIED #5 // Monster Summoning I / Monster Summoning II
END ELSE BEGIN
ADD_STORE_ITEM SCRL2A LAST #1 #0 #0 IDENTIFIED #5 // Monster Summoning II / Monster Summoning II
END
ADD_STORE_ITEM SCRL6E LAST #1 #0 #0 IDENTIFIED #5 // Power Word: Sleep
ADD_STORE_ITEM SCRL6F LAST #1 #0 #0 IDENTIFIED #5 // Ray of Enfeeblement
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL86 LAST #1 #0 #0 IDENTIFIED #5 // Detect Evil / Resist Elements
END
ADD_STORE_ITEM SCRL94 LAST #1 #0 #0 IDENTIFIED #5 // Resist Fear
ADD_STORE_ITEM SCRLA2 LAST #1 #0 #0 IDENTIFIED #5 // Deafness / Sound Burst
ADD_STORE_ITEM SCRL97 LAST #1 #0 #0 IDENTIFIED #5 // Stinking Cloud
ADD_STORE_ITEM SCRL98 LAST #1 #0 #0 IDENTIFIED #5 // Strength
ADD_STORE_ITEM SCRL3G LAST #1 #0 #0 IDENTIFIED #5 // Vocalize
ADD_STORE_ITEM SCRL99 LAST #1 #0 #0 IDENTIFIED #5 // Web
ADD_STORE_ITEM SCRL1D LAST #1 #0 #0 IDENTIFIED #3 // Clairvoyance
ADD_STORE_ITEM SCRL6K LAST #1 #0 #0 IDENTIFIED #3 // Detect Illusion
ADD_STORE_ITEM SCRL1S LAST #1 #0 #0 IDENTIFIED #3 // Dire Charm
ADD_STORE_ITEM SCRL1E LAST #1 #0 #0 IDENTIFIED #3 // Dispel Magic
ADD_STORE_ITEM SCRL1G LAST #1 #0 #0 IDENTIFIED #3 // Fireball
ADD_STORE_ITEM SCRL1F LAST #1 #0 #0 IDENTIFIED #3 // Flame Arrow
ADD_STORE_ITEM SCRL1T LAST #1 #0 #0 IDENTIFIED #3 // Ghost Armor
ADD_STORE_ITEM SCRL1H LAST #1 #0 #0 IDENTIFIED #3 // Haste
ADD_STORE_ITEM SCRL1I LAST #1 #0 #0 IDENTIFIED #3 // Hold Person
ADD_STORE_ITEM SCRL6L LAST #1 #0 #0 IDENTIFIED #3 // Hold Undead
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL6I LAST #1 #0 #0 IDENTIFIED #3 // Protection from Cold / Ice Lance
END
ADD_STORE_ITEM SCRL1J LAST #1 #0 #0 IDENTIFIED #3 // Invisibility 10' Radius / Invisibility Sphere
ADD_STORE_ITEM SCRL1K LAST #1 #0 #0 IDENTIFIED #3 // Lightning Bolt
ADD_STORE_ITEM SCRLA5 LAST #1 #0 #0 IDENTIFIED #3 // Melf's Minute Meteors
ADD_STORE_ITEM SCRL6G LAST #1 #0 #0 IDENTIFIED #3 // Minor Spell Deflection
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM SCRL2A LAST #1 #0 #0 IDENTIFIED #3 // Monster Summoning II / Monster Summoning III
END ELSE BEGIN
ADD_STORE_ITEM SCRL1L LAST #1 #0 #0 IDENTIFIED #3 // Monster Summoning I / Monster Summoning II
END
ADD_STORE_ITEM SCRL1M LAST #1 #0 #0 IDENTIFIED #3 // Non-Detection
PATCH_IF comp_sr=0 BEGIN
ADD_STORE_ITEM SCRL6I LAST #1 #0 #0 IDENTIFIED #3 // Protection from Cold / Ice Lance
ADD_STORE_ITEM SCRL6H LAST #1 #0 #0 IDENTIFIED #3 // Protection from Fire / Protection from Elemental Energy
END
ADD_STORE_ITEM SCRL1N LAST #1 #0 #0 IDENTIFIED #3 // Protection from Normal Missiles / Protection from Missiles
ADD_STORE_ITEM SCRLA7 LAST #1 #0 #0 IDENTIFIED #3 // Remove Magic
ADD_STORE_ITEM SCRL1P LAST #1 #0 #0 IDENTIFIED #3 // Skull Trap
ADD_STORE_ITEM SCRL1O LAST #1 #0 #0 IDENTIFIED #3 // Slow
ADD_STORE_ITEM SCRL6J LAST #1 #0 #0 IDENTIFIED #3 // Spell Thrust
ADD_STORE_ITEM SCRL1Q LAST #1 #0 #0 IDENTIFIED #3 // Vampiric Touch
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM ~u!scrl03.itm~ LAST #1 #0 #0 IDENTIFIED #3 // Unfinished Business Wraithform
END
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM SCRL5T LAST #1 #0 #0 IDENTIFIED #2 // Protection from Electricity / Ball Lightning
END
ADD_STORE_ITEM SCRL5G LAST #1 #0 #0 IDENTIFIED #3 // Remove Curse / Break Enchantment
ADD_STORE_ITEM SCRL1U LAST #1 #0 #0 IDENTIFIED #3 // Confusion
ADD_STORE_ITEM SCRLA8 LAST #1 #0 #0 IDENTIFIED #3 // Contagion
ADD_STORE_ITEM SCRL5H LAST #1 #0 #0 IDENTIFIED #3 // Emotion: Despair
ADD_STORE_ITEM SCRL6M LAST #1 #0 #0 IDENTIFIED #3 // Enchanted Weapon
ADD_STORE_ITEM SCRLAQ LAST #1 #0 #0 IDENTIFIED #3 // Farsight
PATCH_IF comp_sr=0 BEGIN
ADD_STORE_ITEM SCRL1W LAST #1 #0 #0 IDENTIFIED #3 // Fireshield (Blue) / Mestil's Acid Sheath
END
ADD_STORE_ITEM SCRL6N LAST #1 #0 #0 IDENTIFIED #3 // Fireshield (Red) / Fire Shield
ADD_STORE_ITEM SCRL5I LAST #1 #0 #0 IDENTIFIED #3 // Greater Malison
ADD_STORE_ITEM SCRL1X LAST #1 #0 #0 IDENTIFIED #3 // Ice Storm
ADD_STORE_ITEM SCRL1Y LAST #1 #0 #0 IDENTIFIED #3 // Improved Invisibility
ADD_STORE_ITEM SCRL1Z LAST #1 #0 #0 IDENTIFIED #3 // Minor Globe of Invulnerability
ADD_STORE_ITEM SCRL6P LAST #1 #0 #0 IDENTIFIED #3 // Minor Sequencer
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL6R LAST #1 #0 #0 IDENTIFIED #3 // Spider Spawn / Monster Summoning IV
END ELSE BEGIN
ADD_STORE_ITEM SCRL2A LAST #1 #0 #0 IDENTIFIED #3 // Monster Summoning II
END
ADD_STORE_ITEM SCRL5J LAST #1 #0 #0 IDENTIFIED #3 // Oliluke's Resilient Sphere
ADD_STORE_ITEM SCRL5L LAST #1 #0 #0 IDENTIFIED #3 // Polymorph Other
ADD_STORE_ITEM SCRL5M LAST #1 #0 #0 IDENTIFIED #3 // Polymorph Self
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL6H LAST #1 #0 #0 IDENTIFIED #3 // Protection from Fire / Protection from Elemental Energy
END
ADD_STORE_ITEM SCRL6O LAST #1 #0 #0 IDENTIFIED #3 // Secret Word
PATCH_IF comp_sr=0 BEGIN
ADD_STORE_ITEM SCRL6R LAST #1 #0 #0 IDENTIFIED #3 // Spider Spawn / Monster Summoning IV
END
ADD_STORE_ITEM SCRL5K LAST #1 #0 #0 IDENTIFIED #3 // Spirit Armor
ADD_STORE_ITEM SCRL2B LAST #1 #0 #0 IDENTIFIED #3 // Stoneskin
ADD_STORE_ITEM SCRL6Q LAST #1 #0 #0 IDENTIFIED #3 // Teleport Field
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL6Y LAST #1 #0 #0 IDENTIFIED #3 // Protection from Acid / Vitriolic Sphere
END
ADD_STORE_ITEM SCRLA1 LAST #1 #0 #0 IDENTIFIED #3 // Wizard Eye
ADD_STORE_ITEM SCRL6U LAST #1 #0 #0 IDENTIFIED #2 // Breach
ADD_STORE_ITEM SCRL5P LAST #1 #0 #0 IDENTIFIED #2 // Chaos
ADD_STORE_ITEM SCRL2E LAST #1 #0 #0 IDENTIFIED #2 // Cloudkill
ADD_STORE_ITEM SCRL2F LAST #1 #0 #0 IDENTIFIED #2 // Cone of Cold
ADD_STORE_ITEM SCRL7B LAST #1 #0 #0 IDENTIFIED #2 // Conjure Lesser Air Elemental
ADD_STORE_ITEM SCRL7C LAST #1 #0 #0 IDENTIFIED #2 // Conjure Lesser Earth Elemental
ADD_STORE_ITEM SCRL6X LAST #1 #0 #0 IDENTIFIED #2 // Conjure Lesser Fire Elemental
ADD_STORE_ITEM SCRL6S LAST #1 #0 #0 IDENTIFIED #2 // Spell Immunity / Dispelling Screen
ADD_STORE_ITEM SCRL5N LAST #1 #0 #0 IDENTIFIED #2 // Domination
ADD_STORE_ITEM SCRL5Q LAST #1 #0 #0 IDENTIFIED #2 // Feeblemind
ADD_STORE_ITEM SCRL5O LAST #1 #0 #0 IDENTIFIED #2 // Hold Monster
ADD_STORE_ITEM SCRL6V LAST #1 #0 #0 IDENTIFIED #2 // Lower Resistance
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL1W LAST #1 #0 #0 IDENTIFIED #2 // Fireshield (Blue) / Mestil's Acid Sheath
END
ADD_STORE_ITEM SCRL7D LAST #1 #0 #0 IDENTIFIED #2 // Minor Spell Turning
ADD_STORE_ITEM SCRL2G LAST #1 #0 #0 IDENTIFIED #2 // Monster Summoning III / Monster Summoning V
ADD_STORE_ITEM SCRL6W LAST #1 #0 #0 IDENTIFIED #2 // Oracle
ADD_STORE_ITEM SCRL6Z LAST #0 #0 #0 IDENTIFIED #2 // Phantom Blade
PATCH_IF comp_sr=0 BEGIN
ADD_STORE_ITEM SCRL6Y LAST #1 #0 #0 IDENTIFIED #2 // Protection from Acid / Vitriolic Sphere
ADD_STORE_ITEM SCRL5T LAST #1 #0 #0 IDENTIFIED #2 // Protection from Electricity / Ball Lightning
END
ADD_STORE_ITEM SCRL6T LAST #1 #0 #0 IDENTIFIED #2 // Protection from Normal Weapons
ADD_STORE_ITEM SCRL2H LAST #1 #0 #0 IDENTIFIED #2 // Shadow Door
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL8X LAST #1 #0 #0 IDENTIFIED #2 // Spell Shield
END
ADD_STORE_ITEM SCRL2D LAST #1 #0 #0 IDENTIFIED #2 // Animate Dead / Summon Shadow
ADD_STORE_ITEM SCRLAR LAST #1 #0 #0 IDENTIFIED #2 // Sunfire
ADD_STORE_ITEM SCRL7R LAST #1 #0 #0 IDENTIFIED #2 // Death Fog / Acid Fog
ADD_STORE_ITEM SCRL8A LAST #1 #0 #0 IDENTIFIED #2 // Carrion Summons / Animate Warrior / Animate Warrior
ADD_STORE_ITEM SCRL7I LAST #1 #0 #0 IDENTIFIED #2 // Death Spell / Banishment
ADD_STORE_ITEM SCRL7S LAST #1 #0 #0 IDENTIFIED #2 // Chain Lightning
ADD_STORE_ITEM SCRL7U LAST #1 #0 #0 IDENTIFIED #2 // Contingency
ADD_STORE_ITEM SCRL7T LAST #1 #0 #0 IDENTIFIED #2 // Disintegrate
ADD_STORE_ITEM SCRL7F LAST #1 #0 #0 IDENTIFIED #2 // Globe of Invunerability
ADD_STORE_ITEM SCRL7Q LAST #1 #0 #0 IDENTIFIED #2 // Improved Haste
ADD_STORE_ITEM SCRL7E LAST #1 #0 #0 IDENTIFIED #2 // Invisible Stalker
ADD_STORE_ITEM SCRL7K LAST #1 #0 #0 IDENTIFIED #2 // Mislead
ADD_STORE_ITEM SCRL7W LAST #1 #0 #0 IDENTIFIED #2 // Wyvern Call / Monster Summoning VI
ADD_STORE_ITEM SCRL7L LAST #1 #0 #0 IDENTIFIED #2 // Pierce Magic
ADD_STORE_ITEM SCRL7P LAST #1 #0 #0 IDENTIFIED #2 // Power Word: Silence
ADD_STORE_ITEM SCRL7J LAST #1 #0 #0 IDENTIFIED #2 // Protection from Magic Energy
ADD_STORE_ITEM SCRL7O LAST #1 #0 #0 IDENTIFIED #2 // Protection from Magic Weapons
PATCH_IF comp_sr=0 BEGIN
ADD_STORE_ITEM SCRL7V LAST #1 #0 #0 IDENTIFIED #2 // Spell Deflection / Greater Spell Deflection
END
ADD_STORE_ITEM SCRL8C LAST #1 #0 #0 IDENTIFIED #2 // Stone to Flesh / Summon Nishruu
ADD_STORE_ITEM SCRL7G LAST #1 #0 #0 IDENTIFIED #2 // Tenser's Transformation
ADD_STORE_ITEM SCRL7M LAST #1 #0 #0 IDENTIFIED #2 // True Seeing
//Flesh to Stone, Fire Elemental, Air Elemental, Earth Elemental
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL7V LAST #1 #0 #0 IDENTIFIED #1 // Spell Deflection / Greater Spell Deflection
END
ADD_STORE_ITEM SCRLA4 LAST #1 #0 #0 IDENTIFIED #1 // Limited Wish
ADD_STORE_ITEM SCRL8J LAST #1 #0 #0 IDENTIFIED #1 // Mantle
ADD_STORE_ITEM SCRL8W LAST #1 #0 #0 IDENTIFIED #1 // Mass Invisibility
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL8B LAST #1 #0 #0 IDENTIFIED #1 // Summon Nishruu / Monster Summoning VII
END
ADD_STORE_ITEM SCRL8R LAST #1 #0 #0 IDENTIFIED #1 // Mordenkainen's Sword
ADD_STORE_ITEM SCRL8Q LAST #1 #0 #0 IDENTIFIED #1 // Power Word: Stun
ADD_STORE_ITEM SCRL8P LAST #1 #0 #0 IDENTIFIED #1 // Prismatic Spray
ADD_STORE_ITEM SCRL8F LAST #1 #0 #0 IDENTIFIED #1 // Project Image
ADD_STORE_ITEM SCRL8E LAST #1 #0 #0 IDENTIFIED #1 // Protection from the Elements
ADD_STORE_ITEM SCRL8G LAST #1 #0 #0 IDENTIFIED #1 // Ruby Ray of Reversal
ADD_STORE_ITEM SCRL8L LAST #1 #0 #0 IDENTIFIED #1 // Spell Sequencer
PATCH_IF comp_sr=0 BEGIN
ADD_STORE_ITEM SCRL8D LAST #1 #0 #0 IDENTIFIED #1 // Spell Turning / Mind Blank
END
ADD_STORE_ITEM SCRL8T LAST #1 #0 #0 IDENTIFIED #1 // Summon Djinni
//Cacofiend, Control Undead, Efreeti, Khelben's Warding Whip, Chaos, Delayed Blast Fireball, Finger of Death, Hakeashar
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM DVSCRL03 LAST #1 #0 #0 IDENTIFIED #1 // Ghost Form
END
ADD_STORE_ITEM SCRL9G LAST #1 #0 #0 IDENTIFIED #1 // Abi Dalzim's Horrid Wilting
ADD_STORE_ITEM SCRL9H LAST #1 #0 #0 IDENTIFIED #1 // Maze
PATCH_IF (FILE_EXISTS_IN_GAME ~dvsrr.mrk~) BEGIN
ADD_STORE_ITEM DVSCRL04 LAST #1 #0 #0 IDENTIFIED #1 // Monster Summoning VIII
END
PATCH_IF comp_sr=1 BEGIN
ADD_STORE_ITEM SCRL8D LAST #1 #0 #0 IDENTIFIED #1 // Spell Turning / Mind Blank
END
ADD_STORE_ITEM SCRL9A LAST #1 #0 #0 IDENTIFIED #1 // Pierce Shield
ADD_STORE_ITEM SCRL9J LAST #1 #0 #0 IDENTIFIED #1 // Power Word: Blind
ADD_STORE_ITEM SCRL9D LAST #1 #0 #0 IDENTIFIED #1 // Spell Trigger
//Protection from Energy, Simulacrum, Fiend, Improved Mantle, Symbol of Death, Symbol of Fear, Symbol of Stun, Bigby's Clenched Fist, Incendiary Cloud
ADD_STORE_ITEM SCRL9Z LAST #1 #0 #0 IDENTIFIED #1 // Freedom
END BUT_ONLY
Re: modifier le prix des parchemins
Posté : dim. 12 janv. 2025, 23:39
par loupgris
Je ne suis pas trop une bête, j'ai plus vite fait de passer par eekeeper et à me retirer le montant correspondant.