BG(2)EE Identifiers
Relates to offset
0x0026
in the SPL file format, offset 0x002A
in the ITM file format, and offset 0x00A0
in the V2 EFF file format.IDS V1.0 0x0001 ARROW 0x0002 ARROWEX 0x0003 ARROWFLM 0x0004 ARROWHVY 0x0005 ARROW 0x0006 AXE 0x0007 AXEEX 0x0009 AXE 0x000A AXE 0x000B BOLT 0x000C BOLTEX 0x000E BOLT 0x000F BOLT 0x0010 BULLET 0x0011 BULLETEX 0x0013 BULLET 0x0014 BULLET 0x0016 SKYBOLT 0x0017 CHROMORB 0x001A DAGGER 0x001B DAGGEREX 0x001D DAGGER 0x001E DAGGER 0x001F DART 0x0020 DARTEX 0x0022 DART 0x0023 DART 0x0024 MAGICMIS 0x0025 FIREBALL 0x0027 LIGHTB 0x0028 STONE 0x0029 SLEEP 0x002E SPARKLBL 0x002F SPARKLGO 0x0030 SPARKLPU 0x0031 SPARKLIC 0x0032 SPARKLST 0x0033 SPARKLBK 0x0034 SPARKLCH 0x0035 SPARKLRE 0x0036 SPARKLGR 0x0037 SPEAR 0x0038 SPEAREX 0x003A SPEAR 0x003B SPEAR 0x003F WEB 0x0040 GAZE 0x004F FIREBOLT 0x005B FIRESTOR 0x005C LIGHTSTO 0x005D INAREA 0x005E CLOUD 0x005F TRAPSKUL 0x0061 ICESTORM 0x0063 TRAPGLYP 0x0064 GREASE 0x0065 ARROWFLG 0x0066 ARROWFLB 0x0067 FIREBLGR 0x0068 FIREBTBL 0x006B ACIDBLOB 0x006C SCORCHER 0x006E CGNECROM 0x006F CGALTERA 0x0070 CGENCHAN 0x0071 CGABJURA 0x0072 CGILLUSI 0x0073 CGCONJUR 0x0074 CGINVOCA 0x0075 CGDIVINA 0x0094 SPKLARBL 0x0095 SPKLARGO 0x0096 SPKLARPU 0x0097 SPKLARIC 0x0098 SPKLARST 0x0099 SPKLARBK 0x009A SPKLARCH 0x009B SPKLARRE 0x009C SPKLARGR 0x009D INAREAPA 0x009E INAREANP 0x009F SPARBLPA 0x00A0 SPARGOPA 0x00A1 SPARPUPA 0x00A2 SPARICPA 0x00A3 SPARSTPA 0x00A4 SPARBKPA 0x00A5 SPARCHPA 0x00A6 SPARREPA 0x00A7 SPARGRPA 0x00A8 SPARBLNP 0x00A9 SPARGONP 0x00AA SPARPUNP 0x00AB SPARICNP 0x00AC SPARSTNP 0x00AD SPARBKNP 0x00AE SPARCHNP 0x00AF SPARRENP 0x00B0 SPARGRNP 0x00B1 SPARMANP 0x00B2 SPARORNP 0x00B3 SPARMAPA 0x00B4 SPARORPA 0x00B5 SPKLARMA 0x00B6 SPKLAROR 0x00B7 SPARKLMA 0x00B8 SPARKLOR 0x00B9 INAREANS 0x00BA CLOUDKIL 0x00BB ARROWFLI 0x00BD HOLD 0x00BF ACIDBLMU 0x00C0 ACIDBLGR 0x00C1 ACIDBLOC 0x00CB FIREBLIC 0x00CC INAREASM 0x00CD LIGHTGRN 0x00CE LIGHTNB 0x00D0 SPBEHBLA 0x00D1 HOLDNECR 210 FIREBLNS 211 INAREANS 212 LIGHTCHA 213 TRAPSNAR 214 SMLLAREA 215 SMLLARNC 216 TRAPGLPN 217 SMLLNPC 218 SPGREORB 220 SPATTCK2 221 INMED 222 CLOUDPC 223 GOLCLOUD 224 ICEGLYP 225 BOLT2 226 INSEC1 227 INSEC2 228 METSWARM 229 INSEC3 230 ICGHIT 231 INSEC4 232 PSPEART 233 PFIRE2 234 PSKULLT 235 PCOMETT 236 PWILT 237 PFIELD 238 SAFEFIRE 239 TSKULLNP 240 NEWBOLT1 242 ENTANG2 243 DFIREBL 244 TRAPDART 245 DRAGRED 246 DRAGBLCK 247 DRAGSILV 248 CSPRAY 249 CONECOLD 250 PHOLYST 251 PUNHLST 252 PSPRAY 253 BIGNAREA 255 REDHIT 256 RDMIDDLE 257 PFIRE3 258 HOLDNECR 259 WEB1P 260 HOLYAREA 261 UNLYAREA 262 HOLDSUMM 263 BULLET2 264 STRMVENG 265 COMET 266 TRAPSPIK 267 TRAPTIME 268 TRAPBOOM 269 SPDRBRTH 270 SPENBLD 271 DRAGGREE 272 GREEHIT 273 ohdetevl 274 1PGSPORE 275 1PMANEGS 276 1PDEATHF 277 1PINCIND 278 1PICECLD 279 1PSLEEPC 280 1STAFM1 281 1STAFM0 282 1STAFM0C 283 1arow01 284 1arow02 285 1arow03 286 1arow04 287 1arow05 288 1arow07 289 1arow10 290 1arow11 291 1arow15 292 1axe05 293 1axe08 294 1axe09 295 1axe10 296 1axe16 297 1bolt01 298 1bolt02 299 1bolt03 300 1bolt04 301 1bolt05 302 1bolt06 303 1bolt09 304 1bull02 305 1bull03 306 1bull04 307 1bull05 308 1bull06 309 1dagg05 310 1dagg11 311 1dagg12 312 1dagg16 313 1dart01 314 1dart02 315 1dart03 316 1dart04 317 1dart05 318 1dart08 319 webtrav 320 cdbehbla 321 ddbreat 322 SPCL236 323 SPCL239 324 ohcl937 325 ohsymbol 326 ohrrock 327 aura10ns 328 aura10pa 329 wildzone 330 ohbicew 331 writhing 332 BDSPFIRE 333 BDETHRET 334 cddrblck 335 cddrsilv 336 ohvrpo 337 ohvrnp 338 BGLRY 339 FDAWN 340 BURNHAND 341 INVIS10 342 BDWOFOG 343 RANGE05 344 RANGE07 345 RANGE10
Info:
The following are unlisted in PROJECTL.IDS, but are hardcoded: they have a projectile, just no resource to list, and most will ignore any entry in PROJECTL.IDS for their index anyway:
PROJECTL.IDS index: MISSILE.IDS label #0: None #21: Burning_Hands #24: Cone_Of_Cold #25: Cone_Of_Fire #44: Smoke_Large #65: Holy_Might (can be overwritten) #66: Flame_Strike (can be overwritten) #67 – #77: Magic_Missile_1 – Magic_Missile_11 #78: Invisible_Traveling #80 – #90: Call_Lightning_Chain_1 – Call_Lightning_Chain_11 #96: Color_Spray #109: Travel_Door #118 – #148: Projectiles used by opcode 141 "Hit_(school)_(element)", "Hit_(Mushroom/Shaft/Swirl)_(Color)" #188: Cow #190: Scorcher_Ice #194: Red_Holy_Might #195 – #202: "Hit_(school)_Area" #207: Hit_Finger_Of_Death #241: Pillar_Of_Light #254: Holylight_Pillar
Note:
The rest of the unlisted (skipped) PROJECTL.IDS entries are just missing (no hardcoded projectile):
You can treat any unlisted, unhardcoded value as being functionally identical to projectile
PROJECTL.IDS index: MISSILE.IDS label #8: Axe_Flaming #18: Bullet_Flaming #28: Dagger_Flaming #33: Dart_Flaming #38: Ice_Fragments #42: Skeleton_Animation #43: Smoke_Ball #45: Smoke_Large #57: Spear_Flaming #60: Star_Sprite #61: Stoned #62: Web_Travel #98: Fire_Wall #105: Potion #106: Potion_Exploding #219: Lightning_Bolt_No_Bounce
You can treat any unlisted, unhardcoded value as being functionally identical to projectile
#1|None
, except in respects to opcode #83/opcode #197 – but it would always be better to add a new custom projectile rather than using an unlisted entry if a functional duplicate of projectile #1|None
was needed.
Note:
A special note about what Near Infinity labels as Projectile
#0|Default
.
- Normally, the index for that Projectile, in PROJECTL.IDS is
-1 // 0xffffffff
. It is simply an unlisted entry, no different from using projectile#357343
(some random unlisted value). -
Adding an entry for it will cause the game to use that entry like any other projectile, except when it's in the subspell cast by one of these opcodes (326/333/146
*p2=2
), where it does the following:
#0|Default
in subspells, use projectile #1|None
.