There are a lot of ways I can think of for improving this syntax, but I'm just not that excited about hacking a more complex parser at the moment (and I think it'd be better not to do anything until it's necessary):
~IWD1.CRE~ < ~IWD2.CRE~ // Set scripting "death" variables SET_VAR2 (~VAR2~); SET_VAR3 (~VAR3~); // Set animation SET_ANIMATION(anim_index); // Set enemy/ally. Useful if you're starting with a summon: // use 255 for enemy SET_ENEMY_ALLY(ea); // Set colors. Someone told me these just change console text color in IWD2: SET_COLOR(metal, minor, major, skin, leather, armor, hair) // Remove all items (causal): REMOVE_ALL_ITEMS (); // Add and equip IWD2 item. Slot is one of: // HELMET // ARMOR // GAUNTLETS // L_RING // R_RING // AMULET // BELT // BOOTS // WEAPON1 // SHIELD1 // WEAPON2 // SHIELD2 // WEAPON3 // SHIELD3 // WEAPON4 // SHIELD4 // CLOAK // QUIVER1 // QUIVER2 // QUIVER3 // QUICK_ITEM1 // QUICK_ITEM2 // QUICK_ITEM3 // INVENTORY ADD_AND_EQUIP_TARGET (~IWD2.ITM~, ~SLOT~, qc1, qc2, qc3, flags); // Add and equip (converted) IWD1 item: ADD_AND_EQUIP_SOURCE (~SKEL_M1.ITM~, ~WEAPON2~, 0, 0, 0, 0); // Set XP, I'm not sure this has any meaning in IWD2 SET_XP(15, 1); // Set HP SET_HP(curr, max); // Set challenge rating SET_CR(cr); // Set armor class: SET_AC(ac, bludgeoning_mod, missile_mod, piercing_mod, slashing_mod); // Set attributes SET_ATTR(str, int, wis, dex, con, chr); // Set base-attack-bonus and # of attacks SET_BAB(bab, num_attacks); // Set saving throws: SET_SAVES(fort_save, reflex_save, will_save); // Set luck, this is typically 0, negative when the party is going to need // help (early on), or positive for a really though boss SET_LUCK(luck); // Set class levels SET_LEVELS(barb, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorc, wiz) // Set resistances SET_RES(fire, cold, elec, acid, spell, magic_fire, magic_cold, slashing, bludgeoning, piercing, missile, magic_damage); // Boolean feats. This needs work, right now you have to caclulate your // own bit-field logical or-ing SET_FEATS_FLAGS(flags1, flags2, flags3); // Incremental feats. This is also a pain because of the number of params: SET_FEATS(bow, xbow, missile, axe, mace, flail, polearm, hammer, quarter_staff, large_sword, blade, toughness, armored_arcana, cleave, armor, spell_focus_enchantment, spell_focus_evocation, spell_focus_necromancy, spell_focus_transmutation, spell_penetration, extra_rage, extra_shape_shift, extra_smite, extra_turning, bastard_sword); // Make sure last item doesn't end in ";" (I know this is bogus) > ~IWD1.variable_of_cre~ [ ~Ghast~ ]











