I would like to make a somewhat major clarification: those values are actually in fields
156 (typedescnum) &
157 (effectdescnum), not
160 &
161 (still unknown, and all 0's for the resurrection spells).
However, they could definitely be used to separate out normal rez spells from ones that don't have a rez effect, since the ones without rez effects don't use either.
For reference, here are the
IDs, from
dbstr_us.txt, that correspond to both:
Code:
id text
1 Aegolism
2 Agility
3 Alliance
4 Animal
5 Antonica
6 Armor Class
7 Attack
8 Bane
9 Blind
10 Block
11 Calm
12 Charisma
13 Charm
14 Cold
15 Combat Abilities
16 Combat Innates
17 Conversions
18 Create Item
19 Cure
20 Damage Over Time
21 Damage Shield
22 Defensive
23 Destroy
24 Dexterity
25 Direct Damage
26 Disarm Traps
27 Disciplines
28 Discord
29 Disease
30 Disempowering
31 Dispel
32 Duration Heals
33 Duration Tap
34 Enchant Metal
35 Enthrall
36 Faydwer
37 Fear
38 Fire
39 Fizzle Rate
40 Fumble
41 Haste
42 Heals
43 Health
44 Health/Mana
45 HP Buffs
46 HP type one
47 HP type two
48 Illusion: Other
49 Illusion: Player
50 Imbue Gem
51 Invisibility
52 Invulnerability
53 Jolt
54 Kunark
55 Levitate
56 Life Flow
57 Luclin
58 Magic
59 Mana
60 Mana Drain
61 Mana Flow
62 Melee Guard
63 Memory Blur
64 Misc
65 Movement
66 Objects
67 Odus
68 Offensive
69 Pet
70 Pet Haste
71 Pet Misc Buffs
72 Physical
73 Picklock
74 Plant
75 Poison
76 Power Tap
77 Quick Heal
78 Reflection
79 Regen
80 Resist Buff
81 Resist Debuffs
82 Resurrection
83 Root
84 Rune
85 Sense Trap
86 Shadowstep
87 Shielding
88 Slow
89 Snare
90 Special
91 Spell Focus
92 Spell Guard
93 Spellshield
94 Stamina
95 Statistic Buffs
96 Strength
97 Stun
98 Sum: Air
99 Sum: Animation
100 Sum: Earth
101 Sum: Familiar
102 Sum: Fire
103 Sum: Undead
104 Sum: Warder
105 Sum: Water
106 Summon Armor
107 Summon Focus
108 Summon Food/Water
109 Summon Utility
110 Summon Weapon
111 Summoned
112 Symbol
113 Taelosia
114 Taps
115 Techniques
116 The Planes
117 Timer 1
118 Timer 2
119 Timer 3
120 Timer 4
121 Timer 5
122 Timer 6
123 Transport
124 Undead
125 Utility Beneficial
126 Utility Detrimental
127 Velious
128 Visages
129 Vision
130 Wisdom/Intelligence
131 Traps
132 Auras
133 Endurance
134 Serpent's Spine
135 Corruption
136 Learning
Anyways, as long as you change the code to check
if spells.effectdescnum == 82, it should be fine. The only thing I'm not sure about is the best way to pull the spell data using
ra->spellid.