Hi, everyone! I've been seriously busy for more than half a year, and life troubles have put me into a situation when I can't get back to ToEE modding right now. My studies in the University has a lot of impact on my life, and I'm left with almost no free time to work on my hobbies... Anyway, I was thinking about releasing the source code for the ToEE Mod Studio. It's pretty much the same as it was when I released the first beta version, but anyway, maybe someone would like to take the project and work on it some more, and turn it into something that I originally planned it to be? What do you think about this idea, guys? @ Zhuge: I'm not really sure about your problem. Try not to use the Spawner Mod itself, but the version of it included with the ToEE Mod Studio. The coordinates are figured out for every map there. It works for me without any problem, so I'm not really sure what your problem might be, exactly. Also, I haven't tested the Mod Studio/the Spawner Mod with the ToEE patches higher than 2.0 (are there any, by the way? I'm kind of out of information... I think there's 3.0, right?) Try to install the Mod Studio over a clean installation of ToEE with patch 2.0 or higher. If it still doesn't work, please tell me what exactly doesn't work (the thing doesn't work at all or it simply doesn't spawn stuff on certain maps, etc.) and I'll try to look into it some more if I have time. Bye! I'm really sorry I can't help y'all out with modding right now due to my life problems... :-( - Agetian
Hey, Agetian! What a coincidence! Just yesterday I tried the Mod Studio for the first time and thought: Wow, nice. I should have installed this a lot sooner! Sorry to hear about your stressful life - yeah, university does suck at times, I've experienced that myself. Sure, go ahead and release the source code. Personally, I don't have much coding experience (apart from the odd VB macro), but maybe someone else can "carry on the torch". One question though: To spawn a creature via scripting on a map that doesn't have creatures/objects yet, you first need to create a .mob file, right (a script always has to be attached to a creature/object, afaik)? How would I go about that? I'd like to spawn something in the Colosseum (AKA "The Arena"), see this thread .
Aargh. Fiddling around with the Mod Studio, trying to spawn a bugbear in the Arena. The spawning script doesn't work, because there's no object on that map that I could attach it to. I tried to add Spawner Support to the map, but to no avail. I figured out how it is supposed to work: The Mod Studio adds a new entry to protos.tab (line 14576) and creates a .mob file (G_44EBEBFC_EDDA_40BF_8AAA_1CD542F1488B.mob) in the map directory (under modules\ToEE\maps). In my case, that map is Map-49-Colosseum. The .mob file is based on one from Tutorial Map 1, only the proto ID (offset 0x0000000C) is changed so as to match the new protos.tab entry. This entry actually is an invisible NPC (column 20 in protos.tab has "OF_DONTDRAW") which just acts as an "anchor" for the san_heartbeat script (column 287), "919 0 0 0". The script file "py00919spawner map_49_colosseum.py" is generated in the directory \data\scr. Its contents: Code: from utilities import * from toee import * def san_heartbeat( attachee, triggerer ): game.obj_create ( 14252, location_from_axis ( 498, 487 ) ) triggerer.destroy () return RUN_DEFAULT So far, so good. But when I teleport my party to the Arena, there's no bugbear. HELP!
Heureka! It works! Just teleported my party to the Arena, where a Balor was waiting for them. Wiped out my poor first level characters in a blink. Harhar ... It worked after I deleted all those weird named files in the maps root folder. Must be some sort of cache. Well, now I'll start working on some kind of training mod, I guess, where you can have your party fight some of the more challenging enemies from the game. Any other ideas?
No doubt any number of new quests could be staged here . . . I still think the party should be forced to go there and fight at some point. Nice work.
Hey, Morpheus! I'm really glad that you've figured out how the Spawner mod works! It's really awesome to see when someone actually puts your tool to good use! )) So, I'm still in the process of searching for good coders who I know and who might take the torch of working on the ToEE Mod Studio. If I'm unable to find any, I'll release the source in about a week so that anyone can fiddle with it somehow. If you'd like to join in somehow, Morpheus, that'd be awesome, since you're working on a mod and you'll put my editor/spawner mod to practice, so it'd be really awesome if you tested or helped code the Mod Studio as well... I'd be glad to hear what you think about it! - Agetian
Well, without the Mod Studio & your helpful comments on mob files etc. on this board, I'd never have figured it out - viva Agetian! I'm willing to test new Mod Studio versions and provide feedback & suggestions. As for help with the coding - what language is it coded in? I have some experience with VisualBasic, but that's pretty much it.
Morpheus - When you spawned the invisible anchor for you spawning script in the Colosseum could you control where that was spawned at? The problem with trying to spawn something in Hommlet is you need an anchor that is actually close to the start location. That is why I just went ahead and had an NPC join my party because it was the only way I could get an anchor close to the start location. Livonya
Oh yeah, this thread mostly serves historical purposes now, although sometimes it may be useful to spawn creatures via scripts. Anyway, I destickied it. In case someone needs this stuff, he's gonna find it by searching A side note: This is my very very first thread on this forum, and this is my very very first achievement. Just in case someone is interested what I started with. Before that, I lurked for almost three months, doing absolutely nothing and only using the earlier Co8 3.x.x patches. - Agetian
maybe we should have a new forum - Historical Threads, with all the old important threads locked away in its vaults
Its a comment on what we used to have to go through, and how Agetian got us on the right track even then