Adding to the Spellbook Pt II

Discussion in 'General Modification' started by Kuraylon, Jun 7, 2005.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok cleric and druid spells: (I'm only posting suggestions for the spells that should be fairly easy to implement)
    Cleric
    5th level
    Atonement
    6th level
    Create Undead
    Word of recall?
    7th level
    Blasphemy
    Destruction
    Dictum
    Greater restoration
    Holy Word
    Ressurrection
    Word of Chaos
    8th level
    Antimagic field
    Cloak of Chaos
    Earthquake
    Fire Storm
    Holy Aura
    Mass Heal
    Shield of Law
    Unholy Aura
    9th level
    Implosion
    Storm of Vengance

    Druid
    6th level
    Greater Dispelling
    Fire Seeds
    7th level
    Sunbeam
    Heal
    Harm
    8th level
    Animal Shapes
    Finger of Death
    Sunburst
    True Seeing
    9th level
    Earthquake
    Elemental Storm
    Mass Heal
    Shambler
    Shapechange

    I've included some twice, and left some out of others
     
  2. Kuraylon

    Kuraylon Member

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    Wow, I've got a lot of people shook up about these new spells, don't I? Allyx, I certainly think many of those spells you listed are quite doable. Indeed it looks like I'm going to have to stick to modding existing spells for a bit until I learn a little bit more of what does what.

    A bit of bad news, though, I still can't get the Ice Shield to work properly. It doesn't seem to want to implement the damage reduction and it doesn't seem to be showing up on the druid spell list. I'm studying other spells, though to see if there's an alternate way of doing what I want to do, but so far no go.

    I feel like there's some critical piece of the puzzle still missing. I think I might have to start cracking open more files in my search.

    Honestly, I don't know if this is possible. I don't know the system well enough yet, but if someone does know how, by all means share. This has particularly been pestering me with the fact that Livonya is on the cusp of a new mod if there are any major changes made to the relevant .mes files, I'll essentially have to manually transfer all the information.

    Last night I also noticed an odd quirk of these modded spells; it seems that in the roll history menu, modded spells do not show up. I'm not yet sure how to alleviate this problem, but I'm also not entirely sure it's a real problem from the player's standpoint.

    And just to point out, some of the old "mass" spells are already incorporated into their lesser versions, such as haste.

    I think today I'm going to work on adding some of the existing spells to the paladin/ranger lists so I can find out exactly how that works. And later I hope to make some sort of breakthrough with my Ice Shield.

    Wish me luck, fellas!
     
  3. Kuraylon

    Kuraylon Member

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    For anyone else daring (or foolish) enough to give this a go, here's the relevant files and their, well, relevance that I have discovered so far. All are within the \Temple of Elemental Evil\ folder. And fair ye be warned, make backups of anything you screw with or you may find yourself in want of a wish spell!

    note: all ### must remain the same in every reference to a spell.

    \data\scr\ -this contains the .py spell files themselves as Spell### - Spell Name.py

    \data\mes\spells.mes -this contains the spell names as ### {Spell Name} as well as the descriptions as 5### Spell Name {description}

    \data\rules\spell_enum.mes -this contains the "spell names to the python interpreter" in three distinct sections:

    ### {spell_spell_name}

    5### {Spell Name}

    20### {TAG_SPELLS_SPELL_NAME //spell_spell_name

    data\rules\spells\ -this folder containts .txt's of added spells, though I'm not certain of their purpose yet.

    (Thanks to Shiningted for the above, give yourself a cookie, ted)

    data\rules\partsys1.mes -this file contains the visual effects of the spells.

    This is all I have found so far, but if anyone knows of more, please let me know. Also, if there's anyone out there who can give me some sort of key to the columns in partsys1.mes, I'd appreciate it. So far I've only figured out the columns for coloration, which are toward the end.
     
  4. 0rion79

    0rion79 Established Member

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    Kuraylon, to keep not-in-rules spells separated from the "regular" ones, simply make the original ones in a file, then make a back-up of that file and keep working on the copy, so you may share 2 separated versions of the same file.
    Anyway, great that you're gonna working on it: I really appreciate the effort. Hope that, one day, a new mod will pop up with new locations and monsters, so that all those spells will have a place where they may be used.
    Are u gonna to modify the protos tab for them? Isn't it better to wait for Liv's 2.0 to avoid any compatibility issue?
     
  5. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    You're doing a great job, luck by all means!

    As Orion suggested though, keep in the back of your mind that Liv's thing is approaching and yes, u will have to redo some of your stuff to match it. Its a small price to pay I tihnk.

    Also, u might wanna keep in mind adding "scroll of..." to the protos.tab etc for each spell, but i guess you have to do the spells first :)

    EDIT: If you think something is missing, it may well be, those files i pointed you at were only off the top of my head. Have you downloaded and used the .dat extractor? There's lots else in there to play with, don't forget the sound files!
     
    Last edited: Jun 9, 2005
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I can help to add new scrolls once the spells are done

    These seem to refer to casting rules for each spell, casting time, duration, targets etc... best bet is to copy the one most similar to the new spell and change things that need changing.
     
    Last edited: Jun 10, 2005
  7. Kuraylon

    Kuraylon Member

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    I agree fully about Liv's mod. Currently, I'm just messing around trying to understand how things work, if I do try to do any sort of real modding, it won't be until we see Liv's 2.0.

    Yeah, adding Item Creation stuff has been in the back of my mind as well, but as you said ted, I gotta get the spells done first.

    About the .dat extractor, I've been trying to download it, but every time I try to unzip it I get an error message. I was hoping someone could throw up a working file/link, actually.

    I really think I need it to proceed forward. I can't seem to find anywhere where I can add spells to new spell lists. At first I thought it was associated with those .txt files in some way, but that didn't seem to work, and I went through practically every .mes and .tab file in the ToEE folder and couldn't find any more references.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Keep looking.

    There are bucketloads of files u CAN'T see without the .dat extractor - BUT those u can see were used to add scorching ray, so u CAN see everything u need (I think).

    And good luck! (again ;))

    EDIT: think i will rephrase this. The game uses stuff from the .dat files, but files in the existing folder get priority (this is how i understand it). So for instance it will use the modified .txt files for the various spells rather than the files inside the .dats.

    Ergo, any file that has to be modified to add spells will already be in your folders, because they have already been modified to include Scorching Ray.
     
    Last edited: Jun 10, 2005
  9. Kuraylon

    Kuraylon Member

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    Thanks for the pointers, ted. I'll keep fiddlin with them to see what happens.

    Meanwhile, to anyone who can help, I'm still looking for a functional copy of that .dat extractor.
     
  10. Drifter

    Drifter Established Member

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    The one hosted here on co8.org is as functional as it can be.

    Though there is a difference between zip and rar files, if you didn't know...
     
    Last edited: Jun 10, 2005
  11. Kuraylon

    Kuraylon Member

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    Roll, roll, roll...

    Well I certainly failed that int check, didn't I? :doh:
     
  12. Kuraylon

    Kuraylon Member

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    Well, guys, looks like everything is going to have to go on temporary hiatus. Just not enough time on my hands right now. I figure it'll be better to wait till after the new mod anyhoo.
     
  13. darmagon

    darmagon stumbler in the dark

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    Help....

    Okay I am willing to take up this challenge but I need some help. There are gaps in my knowledge that I do not know how to fill. Specifically, I thought it would be cool to do the disintegrate spell. So I did and it works great, except that when I destroy the creature it does not leave behind the valuables in its inventory. The spell (according to the SRD (the system reference document from wizards of the coast)) is supposed to work like this. A ranged touch attack by the spell caster. If this misses then nothing happens. If it hits then check for spell resistance. If successful, nothing happens. If unsuccessful then the subject gets a fortitude save. Upon save, damage is 5d6. No save, damage is caster level *2 * d6 (max 40 d6.) If the damage before save or after save reduces the subject to 0 or fewer hitpoints the subject is disintegrated ( ie nothing left of the body.) All of this was pretty easy and I have tested it to make sure. The kicker is, however, that the spell is not supposed to touch the subjects equipment. My dilemma? how do I kill the creature, get rid of its body, but still leave the loot behind? I have to have some handle to the loot (I think) so I can make the subject drop it before disintegration or recreate it on the spot after the subject becomes nothing. I can't find the function. I looked at Phalzyr's sticky and nothing suggested itself. I tried everything i could think of while testing in game to get a handle on an inventory but nothing worked. If anyone knows how this can be done please let me know. I am going to move on to other spells (even some that you have requested) and see what I can do with those. The actual adding of spells is very easy. Making them do what you want (as I have found out) can be tricky.

    Someone asked for a ray of clumsiness before under the assumption that it would be easy because there was already Ray of Enfeeblement. It is not really easy. Most of the effects of the spells are already built in. The relevent python script file usually just makes a call to target.obj.condition_add_with_args with the spell name as the first argument and leaves it to that. So ray of clumsiness is going to have to wait until I (or someone else) figures out a workaround..(Oh...Oh..Oh, while writing this I may have thought of how to use one of Phalzyrs functions (if it actually works that way) to get an inventory list. That will have to wait until tomorrow as it is getting pretty tired out and I have to work at midnight,


    Darmagon
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    A while ago I made wands for each spell in the game (some were deleted as they were for 6th level spells and the rules state that only spells of 5th level and lower can be used for wands.), anyway, one of these was animate dead (hence livonya's witch's using animate dead), but it didn't work properly. - I'll get to the point now, the wand made the body disapear, the inventory of the target was dropped, but (because you can choose zombie or skeleton) the undead didn't appear.

    Try looking at the script for animate dead, it should enlighten you in your plight.

     
  15. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    This may be against the rules, but I say, nuke the creature, gear and all.

    If you wanna loot their gear, well, u don't get the luxury of doing them in with one powerful spell. :chick:
     
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