COPY ~mymod/mycre.cre~ ~override~ // copies the resource from the mod into override and lets it be identified by chitin.key - used to take distributed mod .cre's from the mod folder and put them in the game
COPY_EXISTING ~mycre.cre~ ~override~ // looks for the already-in-game creature, and loads it ( i think from override and if it can't find it there it pulls it from the .bif'd game resources), and then does what you want to that in-game resource. That could be patching it, or renaming it/creating new chitin.key entry/patching the new .cre
examples:
this takes a .cre file in the mod, renames the .cre, and patches it:
<<if fighter subcomponent is chosen>>
COPY ~aranw/c-aranF.cre~ ~override/c-aran7.cre~
SAY NAME1 ~string~
SAY NAME2 ~string~
WRITE_ASCIIE 0x250 ~%SOURCE_RES%~ // results in the file = c-aranF.bcs being called
<<patch stats and materials, etc.>>
<<if thief subcomponent is chosen>>
COPY ~aranw/c-aranT.cre~ ~override/c-aran7.cre~
SAY NAME1 ~string~
SAY NAME2 ~string~
WRITE_ASCIIE 0x250 ~%DEST_RES%~ #8 // results in the file = c-aran7.bcs being called
<<patch stats and materials, etc.>>
I could also just have one c-aran7.cre and patch the whole file into shape, like L1NPC's or Rogue Rebalancing does.
This takes an ingame resource, picks it up, and manipulates it into what I want:
COPY_EXISTING ~anomen.cre~ ~override~
SAY NAME1 ~Aran~
SAY NAME1 ~Aran~
WRITE_ASCIIE 0x250 ~%DEST_RES%~ // results in the file = c-aran7.bcs being called