Siangham

Discussion in 'The Temple of Elemental Evil' started by ertury92, Feb 8, 2018.

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  1. ertury92

    ertury92 Member

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    Hi guys! :) Are there any actual (regular) sianghams in the game?They could be a cool rp concept for my twf monk/assassin! :D Until now,I found only halfling ones....Thanks for the help
     
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    It's easy enough to mod one, copy the Halfling ones (normal and masterwork), adjust the damage dice and model size up a little, add the names, and save it all. Use the console to give the new item number, you could even add them to Ah Fong's shop inventory.
     
  3. ertury92

    ertury92 Member

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    Ehm...I never modded anything in Toee.How can I do it exactly?How do I access to mod console?
     
  4. Pygmy

    Pygmy Established Member Supporter

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    I would suggest you take Exotic Weapon Proficiency, Butterfly Sword and keep a sharp look-out for Masterwork Dao (4438) which occasionally show up at Master Fong's Emporium
     
  5. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Quick modding tutorial:

    1. Download ToEEWB (World builder) from this thread save the patches for it and unzip them to the same folder in order, overwriting duplicate copies of files, you may need to exclude ToEE World Builder NET2.exe from your antivirus quarantine list ( I do using Norton 360), don't worry, It's not a virus.

    2. Copy your data/rules/protos.tab and invensource.mes and your data/mes/long_description.mes and description.mes files into your ToEEWB folder as those are the files you will be editing.

    3. Open ToEEWB, Click on the Prototypes tab in the Prototype drop box, select Halfling Siangham (4623) change the ID to an empty number - 4708 should be free. Click the Add New Proto button to make a duplicate Halfling Siangham.

    4. Open your new version of the weapon 4708, click Go to Description and pop in a new name, and save description.mes.

    5. Click back on Prototypes tab, change Object Size to size_small, change Weapon Damage Dice to what it should be for medium creatures (1D6?), adjust the price (in copper pieces), for the Masterwork version, in Property 1 Type: Click Intelliproperties, and select Weapon Masterwork, Click add, click Set, then Save All.

    6. Copy your edited Protos.tab and Description.mes back into your game's data/rules and data/mes folders respectively.

    7. Launch ToEE, load your save up, select the character you want to own the weapon, hold shift and press the button under ESC usually the ~ key.

    8. Type "give 4708" without quotes and press enter.

    9. Close the console the same way you opened it: ~

    You should now have a small sized Siangham. If the scale is too small, you can adjust the Model Scale (%) in WB to make it look right.
     
    Last edited: Feb 10, 2018
  6. marc1967

    marc1967 Established Member

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    There's already a Sianghan (4626) and a Masterwork Siangham (4625) in the protos, so doing a GIVE on either of those should get you what you want. I'm not sure why they aren't for sale anywhere.
     
    Last edited: Feb 18, 2018
  7. ithildur

    ithildur Established Member

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    Is there a quick and dirty guide to using the World Builder to tweak/mod items somewhere? Highly motivated atm to take a shot at tweaking/toning down a couple of spectacularly broken items that need it badly (i.e. Vest of escape, brooch of shielding)

    edit: managed to figure out some simple tweaks by trial and error, seems to be working as I'd like though it would still be helpful to have info on specific data - such as why lowering the caster lvl of the Shield spell for the brooch to Sorcerer 2 (also halved the number of charges) results in duration of a lvl 3 caster, while setting the Vest to cast Freedom of Movement 1x/day at Cleric 1 results in correct duration of a lvl 1 caster.

    At least the items are somewhat less crazy broken now; still much more powerful than their 3.5e counterparts, but better.
     
    Last edited: Feb 18, 2018
  8. marc1967

    marc1967 Established Member

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    What Allyx wrote above is a great start. I'd also suggest the tutorials within World Builder itself. Look for the folder called "Tutorials".

    Unfortunately, fixing those two broken items requires more than a few adjustments in the item's proto.

    Vest of Escape - Since there is no Escape Artist skill in ToEE, the item was approximated with a full Freedom of Movement, which is overpowered as you stated. But if you remove that property, then you are basically left with Masterwork Thieves Tools. I'm not sure what middle ground there is to do with this item.

    Brooch of Shielding - This would require scripting the Magic Missile python file to check if the target is wearing a brooch, and making the spell fizzle if they are. The damage absorbed could be tracked with an unused flag within the item, and have it destroyed when it hits 101. Very doable, but not within World Builder itself.
     
  9. ithildur

    ithildur Established Member

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    Since that degree of scripting/modding isn't feasible (at least for myself), I've settled for the simple solutions mentioned above (halved charges, shorter duration, 10 minutes/day vs permanent Freedom of Movement, etc), and feel much better about crafting these items as far as game balance. Not perfect, but definitely an improvement.
     
  10. marc1967

    marc1967 Established Member

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    The number after class_sorcerer isn't the caster level.

    'Shield' class_sorcerer 1 means caster level 1.
    'Shield' class_sorcerer 2 means caster level 3.
    'Shield' class_sorcerer 3 means caster level 5.
    'Shield' class_sorcerer 4 means caster level 7.

    'Shield' class_sorcerer 5 means caster level 9.
    etc.


    Putting the number 2 after class_sorcerer basically means "Cast this spell at the level when a wizard would be able to use second level spells".

    Note that even though a sorcerer can't use level 2 spells until 4th level, using class_sorcerer follows the same progression as class_wizard does. I guess the designers never got around to making the differentiation between wizard and sorcerer internally.

    The charges should not have been affected by the class level. But I have gotten some strange variations before.
     
    Last edited: Feb 18, 2018
  11. ithildur

    ithildur Established Member

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    That's interesting; so spell effects at even numbered caster lvl isn't an option.

    Charges have nothing to do with caster level; it was just a decision I made to halve the number of charges the existing Brooch has in order to bring it more in line with game balance, especially considering how inexpensive the item is (all the more so in a game where gold eventually starts to flow like rivers).

    Effectively it's a wand that temporarily takes up a slot only to cast/activate the spell, and is usable by any class; a caster lvl 1 wand of shield by 3.5e RAW (and TOEE) costs 750gp, 2250gp at caster lvl 3 - I decided it's reasonable to effectively charge anywhere between x3 to x4 the cost of a normal wand for such an item, or conversely, reduce the number of charges available for a 1500gp item.
     
    Last edited: Feb 18, 2018
  12. marc1967

    marc1967 Established Member

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    That's right. Although I think Temple+ lets you set the exact level when crafting wands now.
     
  13. marc1967

    marc1967 Established Member

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    Here is a Brooch of Shielding for you.

    It's no longer a usable item, it has passive protection similar to Necklace of Adaptation. It starts with 101 hit points and reduces upon each hit, based on the average damage the werer would have received. It gets destroyed when it absorbs a total of 101 damage. It accounts for NPCs that fire multiple missiles. It slightly favors the user in one small way in that it will prevent all damage on it's last hit before it gets destroyed. So if it has 4 HP left, and the attack would do 11 HP, you get full protection. This could be fixed with a little more time, but it's not really a big deal.

    Particles are programmed in (the Shield particle lights up on a hit), along float messages that say "Unaffected Due To" "Brooch of Shielding".

    There are two changes required:

    1. Copy the attached python file Spell228 - Magic Missile.py into \Temple of Elemental Evil\data\scr.

    2. In World Editor, edit the proto for Brooch of Shielding, 12652.
    - Change Object Name from 3003 to 12652.
    - Delete Number of Charges (leave a blank entry).
    - Delete Property 1 Type and the also two lines below it (leave blank entries).
    - Delete Spells where it currently says 'Shield' class_sorcerer 3 (leave a blank entry) .​

    Note: I did not include a new protos.tab file because most people have customized it themselves, and also there are multiple versions to contend with (Co8, Co8 with Rudy's mod, KOTB, Temple+).

    It's been tested pretty well, but I'll use it more and look for feedback from anyone else before posting it officially into my mods section.

    There is a floating line in the script that tells how many HPs the brooch has left after each hit. This was for testing, and was intended that the line be removed eventually, but I guess it would be useful during play too.
     

    Attached Files:

    Last edited: Feb 18, 2018
    ithildur and Allyx like this.
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    @marc1967 Oh that is nice, if I were better at scripting I might have coded it that way when I made the brooch originally.
     
  15. ithildur

    ithildur Established Member

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    Wow, that looks great. I'll give it a whirl!

    Thanks to marc1967, and you Allyx as well, and the rest of the folks around here that have done so much for this game over the years.
     
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