I'd gone with the modified tlk table myself, and manually re-entered every single spell description into the custom tlk since I'd changed the spells to 3.5 compatible and wanted the changes to be acknowledged in game.
It'd be easy enough to make a dynamic convo system to use in game that could parse the 2da to create a viewable full spell list using the 2da entries for both spell name and new spell descriptions.
For out of game use, just make sure to copy/paste the new spells into a text file as you're going along, but failing that, you could loop the whole 2da, one class spell list at a time, and print the name and description to the log, copy/pasting it from there instead.
I could slap together an example script for you, if you wanted. It's be fairly simple to do.
Edit: Here's the chat log 2da dump script. Not sure if it'd work with the PRC spell lists without a TMI error, but it's fine with the vanilla list.
const int END_2DA = 839; // end of standard spells.2da list.
//// sclass is the class name from the spells.2da. The names are case sensitive.
//// "Bard", "Cleric", "Druid", "Paladin", "Ranger", and "Wiz_Sorc".
void PrintSpellList (string sclass)
{
int i;
while (i < END_2DA)
{
if (Get2DAString("spells", sclass, i) != "")
{
PrintString ("----------------------------------------");
PrintString (GetStringByStrRef (StringToInt (Get2DAString("spells", "Name", i))));
PrintString (GetStringByStrRef (StringToInt (Get2DAString("spells", "SpellDesc", i))));
}
i++;
}
}
Modifié par Failed.Bard, 15 septembre 2012 - 04:35 .