What needs to be done to fix these bugs ...

Discussion in 'The Temple of Elemental Evil' started by Pinky's brain, Apr 30, 2005.

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  1. Pinky's brain

    Pinky's brain Member

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    One of the long time peeves I have had with this game were incorrect reach for enlarge person/righteous might/animal growth. Given how long this has been around I assume it is practically impossible to fix this?

    Also Im missing cooperative item creation in the game. Digging around the dat files I cant spot scripts which handles item creation ... so I assume all that, including checks for prerequisites, is hard coded? Would it be possible perhaps to temporarily add feats/spells from other spellcasters to the crafting character through script in some way?
     
  2. Livonya

    Livonya Established Member

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    All of these things are hardcoded, and as far as I can tell can't be changed with scripts... though with imagination a lot can be done with scripts.

    Most of my "fixes" are really more about imagination then an actual fix. I just figure out a clever way to get something to happen so that it appears fixed. A lot of weird work-arounds that seem fine in game, but when you look at how it was actually done you realize that it is held together with rubber bands and twigs.

    - Livonya
     
  3. Pinky's brain

    Pinky's brain Member

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    Looking around there is a spell_known_add function, so I guess that part of cooperative item creation should at least be solveable ... hope you dont mind a couple of dumb questions ...

    Is it possible to hook stuff like the scribe scroll function with a script?

    Or would I need use something like NPC script to temporarily add spells from other spellcasters to known spells? (Burne's apprentice for instance.)

    Where can I store some custom persistent state so I can remove the spells again afterwards? (Could I trigger a script to do that when leaving a location?)
     
  4. Livonya

    Livonya Established Member

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    I have no idea about any of these questions. You are way ahead of what is possible with the scripts.

    With my current understanding I would say no to all of these ideas.

    Just because there is a function doesn't mean it will work, do what you want, or be used from a script.

    90% of scripting is trying to figure out if a function even works. 60% of the time a function doesn't work at all or I can't figure out what the hell it is doing or how to read the value or how to call it into action...

    I would say start playing around and see if you can get something to work... that is pretty much the only way to know.

    - Livonya
     
  5. Pinky's brain

    Pinky's brain Member

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    Okay ... gonna see if I can find an existing use of spell_known_add then. Thanks :)
     
  6. magao

    magao Member

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    Liv - is a script called at all when selecting the crafting options? One way to make it work might be to temporarily add all the spells known by party members to the crafter while the crafting screen is open.

    This would allow party members to co-operate on spell requirements, but the crafter would have to meet all the other requirements (level, alignment, class, XP, etc). This seems like a reasonable approach to me.
     
  7. Pinky's brain

    Pinky's brain Member

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    Well that was what I was talking, but Im pretty sure there is no script called during item creation ... and temporarily adding spells is turning out a little less straightforward than I thought.

    game.party[x].spell_known_add(spell_aid) doesnt work for a start ... no script/dialog uses the function either.

    Of course even if it worked that would leave me with no way to remove spells.

    I thought about just talking to a NPC and telling him what I wanted to make, and letting the script check all the casters for prereqs ... but I cant even find a way to check whether a character has a spell.
     
  8. Livonya

    Livonya Established Member

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    As I said before, I don't think these things are possible.

    Crafting is mostly hard coded. I have never found a way to detect what spells a PC has.

    - Livonya
     
  9. Pinky's brain

    Pinky's brain Member

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    I think Ill have a look with a debugger once I get a second monitor setup. I can trap on the access of the screen names of the items, but with only one monitor it wont let me return to the desktop, lets hope that gets looked up before it starts determining which meet the prerequisites.

    Though I doubt I will be able to make heads or tales of the datastructures and code.

    Have moebius&co documented any of the internal datastructures?
     
  10. dulcaoin

    dulcaoin Established Member Veteran

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    You can run TOEE in a window. makes such an approach MUCH easier.

    Moebius didn't leave much in that area, unfortunately. :-(

    -- dulcaoin

    P.S. This seems a better thread for the Modding forum, BTW
     
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