Adding to my spellbook

Discussion in 'The Temple of Elemental Evil' started by Kuraylon, Jun 6, 2005.

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  1. Kuraylon

    Kuraylon Member

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    Hey, could somebody perhaps give me a crash course in adding new spells to ToEE? If there's one thing I LOOOOOOVE about DnD, it's spells, spells, spells. And if I could figure out how, I would be ecstatic about adding as many as I could to the game, and of course sharing the mods with all. So if you big guns out there could shoot a couple hints my way, I may never see natural light again... wait, is that a good thing?
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The files you want to look at are in:

    Program Files\Atari\Temple of Elemental Evil\data\scr (these are python files, can be viewed in notepad).

    Ummmm spell.mes in Program Files\Atari\Temple of Elemental Evil\data\mes (also viewable in notepad).

    Spell_enum.mes in Program Files\Atari\Temple of Elemental Evil\data\rules

    And in that rules folder, the spells folder: those are spells that have been added or modified.

    Have a good long look at all that, see how they interact etc.
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    O and more specific questions should go in the modding forum. :)
     
  4. Kuraylon

    Kuraylon Member

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    Grazie

    Thanks a bunch.
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Hey, for no discernable reason i came up with some new spells you might want to add. Something similar to these might already be in the game (or the DMG) but I had a kwik look and didn't turn anything up.

    One is 'ray of clumsiness', 1st level spell like 'ray of enfeeblement' but affects dex instead of strength. Useful against enemies with high dex, monks (inluding those dang tumbling bugbears), assassins, wisps, stirges (ok ur probably not going to waste it on stirges ;)) Easy to implement, u would probably only have to copy the scripting files of 'ray of enfeeblement' and change the strength bit (and add the new spell number/name etc in the apppropriate places). All in all, good practise for adding new spells, you don't want to write some complicated script then not know if it is working or not because u haven't done the basics with listing the spell in the .mes files correctly :suprised:

    The other is 'ray of vulnerability' (or 'penetration' though that sounds a bit rude :blush:) which would be ummmm higher level and would instead (if it hit and worked) knock several points off the creature's magic resistance. Harder to code, that.

    Well, just a couple ideas. :)
     
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