Re: Spell-modding limits, and a workaround of sort
Well, we keep adding new mods.
Personally, I'm working on megamods that appear as a single .dm file, with all of the spells in-order; it *attempts* to resolve all spell numbering issues when it combines the mods, by assuming that each mod runs "clean" without any other mods enabled at the same time, but success is limited.
The fact that 1000-1023 can be used but can't be described means that those values should be used, if possible, for #onebattlespell and #nextspell entries.
We should add a request for spell #s through 1500 to be made available for modding. That should cover even a huge expansion, I believe.
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