sup. I havent seen this code yet so im just gonna put it out. If you have a fallen paladin, sometimes Terjen, the asshole, wont atone hime. If that happens just go to the console, SHIFT ~ and type game.party[x].has_atoned() where x is the number of the person in the party -1, i.e. if the paladin is the 3rd person it would be party[2], and you put nothing in between the parenthises at the end. Also i have some questions about the game and quite a bit of ideas in my new thread "Trials of Moose" in general modifications. for any questions about it e-mail me at levi.wyvern@yahoo.com
I think domain requires a Temple.dll change and a lot of them are not available or implemented or not fully implemented. The npc priests and Ronald may be changed in protos, but not sure if it will work. Never tried. For pc clerics you're stuck with whatever you selected. For pc's, whatever you select usually isn't changeable until levelup and then only certain items. It's just the way the game is developed/setup.
I think that once your toon is a cleric he's stuck with the domains chosen, as wiz mentioned you can alter an NPCs domains via the protos, but a loop hole to that is to multiclass, by rolling a non cleric can use the change deity code to one that suits you more.
Somewhere the other day I mentioned to Ted that it would be nice to be able to console in feats for a PC. He commented that that was a holy grail item. Might I suggest looking at Ferro's ToEE Character Editor over at Sorcerer's Place. In looking at the 0.8 version I see in the "feats.h" file that they are all listed. The coder figured out somehow how to do it so perhaps he also figured out how to console the feats. NOTE: For the Ranger's "Favorite Enemy" feat the resultant program does not have them coded into the final. I used the program to edit a ranger and the aforementioned feats are not in the feats drop down.
Well there you go. 'Feats.h' - a header file? Its open source? Never used it, but good for him. I meant scripting a feat, the way we can script a change to an attribute, or skill.
I will assume that it is open source as the unknown author, Ferros, gives you all the programmer's files in the v0.8 version. It appears that the author was actually "kidaware" who has dropped off the face of Krynn. <g> I did a Google search and came up with quite a few hits, all of them dated. As for the v0.8 it states on Sorcerer's Place that the author had discontinued development and the description states it is available for further develpment. Read it for yourself. I am of the opinion that yes, it is open source. In looking at the code I can find no author's name nor any other information along those lines. And there is no copyright anywhere in any of the files. That is the extent of my knowledge of programming—looking at the files. As for v0.8 it does not allow, in the case of rangers, the adding of Favorite Enemy feats. I also downloaded v0.7 to check, seeing as v0.8 has that feat in feats.h, to test. In the older version you can select the Favorite Enemy feat. The description states that the later version was a beta. I can see two possibilities for this little application. If there is someone around who knows programming it could be developed further and included as an applet for inclusion to Front End X. The second is the possibility that somewhere in the code the author stumbled onto a method whereby he was consoling the feats into the PC. I did some testing using my game files. v0.7 can edit character including Ranger's Favorite Enemy. v0.8 cannot edit Ranger's Favoritate Enemy but appears to able to edit everything else. Edited character files *.ToEEPC do not reflect in saved games, only in newly created games. The *.TXT file contains gameplay added feats, skills, "what I did," etc. information. Apparently each time a save is made the information is saved in this file as "sections." In viewing this character I can see when it gained a strength point as part of level-up and also where it gained a new feat at 5th level. An interesting file if still all Greek to me. This altered character, if used with a vanilla > 5.7.2 > 5.8 (copied from vanilla directory), can be used but only if a new game is created. Read here and here for more information on this subject. A workaround I know but it solves somewhat the dilemma (a much beloved base character from vanilla) of porting over your favorite character to Mod 5.8.
Is there some way via the console to dump or copy the text in the dialogue box? If not is there some other way? Thanks in advance.
Yes, I'm talking about the conversations I have had with NPCs in the game. They are derived from various places in the game, but somewhere there has to be a record of the conversations (choices made in dialogue) that have taken place. These are likely cleared when I move to a locale on the Worldmap, but they should be stored somewhere. Or is it possible that they are stored in RAM which is cleared when I move on? My request is a method whereby, if needed, I can dump this dialogue text to a file which may be a holy grail item and thus not presently possible. And my question also extends to the rolls dialogue. I have a need for this for something I am working on. Thanks for responding. [EDIT] I just dicovered something. This text is saved. I was at Capt. Renton's in Hommlet and he told me the story of Mathel. Off to Welkwood I went via the Worldmap. If the text was stored in memory then logically the game might have cleared the cache. It did not for when I come back and report to Renton my previous conversation is still listed. To further test this I exited the game totally and restarted. Loading the game I find that the choices I made are still listed in the dialogue. So at least the dialogue is saved to disk. Die rolls are not saved.
The standard responses are in Toee/data/mes for male and female. It's gd_pc2m and gd_pc2f. All other dialogue is by dlg files. They are all preset and no records as such is kept. All are text files and viewable with Notepad.
Yes, they are all standardized and Grear, Shiningted and other modders have done a beautiful job in working on them. But that is not what I am getting at. Not what the options are, but the choices I have made. If I exit the game then the past dialogue should be blank. It is not. I restart the game and all the previous dialogue is there. It could be that somewhere the game keeps a list of, "you clicked 1, NPC gave you these options, you clicked 2, etc., etc." When you restart the game it checks and pulls those selections you made (click 1, click 2, etc.) and ties them to the dialogue window.
I think what your looking for isn't implemented in the game engine There are no record files of what dialouge line was selected. Everything is scripted depending on game conditions and story state. Quest and reputation info are stored in the Logbook. You can look in the dlg file and see what the options are but there are no files that track/record the options you select at any given point.