The subject is pretty self-explanatory, but in case you're wondering, I want to add some of the shield-fighter feats from PHB 2.0.
They have to be hacked into the temple.dll (and a few mes files, though some of the mes files mention hordes of feats recognised on some levels of the game but not activated or programmed to do anything). Check inside your Atari/Temple of Elemental Evil/Dev History folder for examples where Moebius added new monk feats, some of which didn't do anything.
Ted - I don't have this directory after installing ToEE, patch 2, Co8 5.0.0 and the 5.0.1 cumulative fixes dated 20/8 - should I have?
Define 'hacked into the dll'. Does that mean there needs to be a new entry in some list the dll has internally, or are we talking adding blocks of code? If we are talking large blocks of code, has anyone succeeded in doing something like this?
It means large blocks of code. The most recent code-hacking has been done by Spellslinger, but thus far he has mostly been fixing bugs. Adding in entire new feats would take a lot of work, because they'd have to hook into the code in areas that affect how the characters perform their hard-coded actions.
Yeah, I figured that's what it was, but I was hoping it was as (relatively) simple as tying a new python script to an ID in the dll.
Realize that most all of the modding ever done by almost all of the modders at Co8 has been without changing anything whatsoever in the Temple.DLL file.
Yeah, I'm aware. Didn't stop me from wishing, though. I had noticed the new Monk feats (even though they don't work), and just wondered what the process was to add them.
Hey, would be cool if you want to work on that. I've downloaded an old temple.dll archive from moebius and there are some txt files with explanations in it. I think I've found the link in an old thread on this board, but maybe one of the big bosses around here has a link to the most current notes by moebius?
Crikey Kap'n, what r u trying to do here? The answer is YES, Moebius did exactly that! If I may cite two examples: Code: [B]Stunning Fist:[/B] 000F9834 68 53 01 00 00 push 0x00000153 000F9839 56 push esi 000F983A 57 push edi 000F983B 8B D8 mov ebx, eax 000F983D E8 8E 2B F8 FF call 0007C3D0 000F9842 68 32 02 00 00 push 0x00000232 000F9847 56 push esi 000F9848 57 push edi 000F9849 E8 82 2B F8 FF call 0007C3D0 000F9834 6A 0C push 0x0C 000F9836 56 push esi 000F9837 57 push edi 000F9838 8B D8 mov ebx, eax 000F983A E8 C1 AF F7 FF call 00074800 000F983F 50 push eax 000F9840 50 push eax 000F9841 50 push eax 000F9842 29 C3 sub ebx, eax 000F9844 C1 EB 02 shr ebx, 0x02 000F9847 01 C3 add ebx, eax 000F9849 90 90 90 90 90 nops Code: [B]Ki Strike:[/B] bonus.mes: {334}{~Ki Strike~[TAG_CLASS_FEATURES_MONK_KI_STRIKE]: Attack Treated as Magic, Lawful, Adamantium} 000FAB0A 83 F8 0A cmp eax, 0x0A 000FAB0D 6A 04 push 4 000FAB0F 53 push ebx 000FAB10 7D 19 jge 000FAB2B 000FAB12 E8 09 5A FE FF call 000E0520 000FAB17 68 4B 01 00 00 push 0x014B 000FAB1C 53 push ebx 000FAB1D E8 CE 66 FE FF call bonus_mes1 000FAB22 83 C4 10 add esp, 0x10 000FAB25 5F pop edi 000FAB26 5E pop esi 000FAB27 33 C0 xor eax, eax 000FAB29 5B pop ebx 000FAB2A C3 retn 000FAB2B E8 F0 59 FE FF call set_damage_type 000FAB30 6A 40 push 0x40 000FAB32 53 push ebx 000FAB33 E8 E8 59 FE FF call set_damage_type 000FAB38 68 4C 01 00 00 push 0x014C 000FAB3D 53 push ebx 000FAB3E E8 AD 66 FE FF call bonus_mes1 000FAB43 83 C4 18 add esp, 0x18 000FAB0A 33 F6 xor esi, esi 000FAB0C BF 4B 01 00 00 mov edi, 0x0000014B 000FAB11 83 F8 10 cmp eax, 0x10 000FAB14 7C 08 jl 000FAB1E 000FAB16 83 C7 02 add edi, 0x02 000FAB19 BE 80 00 00 00 mov esi, 0x00000080 000FAB1E 83 F8 0A cmp eax, 0x0A 000FAB21 7C 04 jl 000FAB27 000FAB23 47 inc edi 000FAB24 83 CE 40 or esi, 0x40 000FAB27 83 CE 04 or esi, 0x04 000FAB2A 56 push esi 000FAB2B 53 push ebx 000FAB2C E8 EF 59 FE FF call set_damage_type 000FAB31 57 push edi 000FAB32 53 push ebx 000FAB33 E8 B8 66 FE FF call bonus_mes1 000FAB38 83 C4 10 add esp, 0x10 000FAB3B 5F pop edi 000FAB3C 5E pop esi 000FAB3D 33 C0 xor eax, eax 000FAB3F 5B pop ebx 000FAB40 C3 retn 000FAB41 90 90 90 90 90 nops It would appear the dev_history file has been superceded by some of the more recent (and far more structured and useful) efforts at documentation for the Co8 mods, but I will have to leave it to someone like C-Blue to explain where it is now.
Okay, maybe I should have worded that to be, "Historically in the past, except for moebius2778, the answer is no." Or, maybe I should have worded that to be, "Historically in the past and generally, the answer is no."
Hey, I've just found that now too. Blimey, it's a bit hidden in the depths of history isn't it? Very interesting. I'd assumed that moebeus (and others) had never activated the high level monk class abilities/feats because it was too difficult to do - hence my idea in the Monk's Belt thread. That's the impression I had, but then I've only been here for around 10 minutes.
Well, the only problem is, that (IIRC) moebius said this kind of hack he used is only possible for class feats, not for selectable ones. I've looked through the notes I found in that old temple.dll archive when working on the rogue feat fix and didn't get too far following the adding feats trick at first glance. I'll try looking into it when I've finished my own pet projects, but don't get your hopes up too high.
The dev_history folder was removed from 5.0.0 because it was of use to only a limited set of people (I did discuss this with other modders before I decided to remove it). Since it is available in 4.0.0, and moebius2778's patch, the information it contains is still around for those who want or need it.