Small sized stuff

Discussion in 'General Modification' started by Shiningted, Jun 13, 2019.

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  1. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    In theory, sure. Except it would have to be one of the Temple+ guys making that mod as that is all hard coded in temple.dll AFAIK.

    The way forward with this goes one of 4 ways:

    1. Leave it as is, using the D&D 3.0 version of the weapons rules for small characters. - Incorrect rules application for a D&D 3.5 game, but easiest to achieve.

    2. Alter the temple.dll code to remove the carried weight penalty applied to small characters, still incorrect rules application for a D&D 3.5 game, but at least it helps level the playing field between halflings and gnomes and the other the larger races.

    3. Potentially a Temple+ mod could be made that checks the character's size when an item is equipped and have it alter the weight and damage die of the equipped items, and return them to normal weight and damage die again when they're unequipped, While still incorrectly using the 3.0 rules and effectively making all wearable items magically resize to fit the wearer it still beats making duplicates of a great many items

    4. Copy, paste and edit in Protos.tab, Description.mes (and probably half a dozen other files) every normal, masterwork and craftable magical weapon, armour, shield, and item of clothing in the game to have a small version of it with a reduced weight and damage die for weapons. And add code to prevent medium and large characters from wearing small armour or clothing - technically with the possibility of a Giant/Troll PC's large versions would also be required at increased weight, cost and damage die. Not to mention the fact named craftable magical weapons (Flametongue, Frostbrand, Magical Staves etc...) would have to have both regular and small versions available for crafting. This *should* be the resolution we want to achieve as it's the only correct rules application for a D&D 3.5 game, but obviously it's a lot of tedious work for not a lot of gain, and to be honest, I'm not sure there are enough available slots in the various sections of Protos.tab for all those copied items to go into. Additionally, I believe D&D 3.5 rules state that characters can use oversized weapons, but doing so incurrs a -2 penalty on attack rolls with that weapon - this would also need to be coded.
     
    Last edited: Oct 16, 2025
  2. Basil the Timid

    Basil the Timid Dont Mention the War

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    Thanks for chiming in @Allyx. So much time has passed.

    I'm happy to see the second option is possible to do. iirc doing this one back then was impossible.
     
  3. dolio

    dolio Established Member Supporter

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    The 3.0 style weapon sizing rules are (basically) an optional rule for 3.5. It's the section "Variant: Weapon Equivalencies" on page 27 of the DMG. So there's nothing really wrong with #1 for weapons, except that a few don't have very good equivalents (like, clubs aren't double weapons like a quarterstaff).

    I think the real disadvantage is on armor. There's no way for a smaller character to wear lighter armor but get more AC. You could do something similar to the weapon stuff for shields, but there's no sensible way to do it for body armor.

    Anyhow, if new features are being implemented, it seems like it'd be better to just facilitate more script-based stuff. Like, you can make a small version of an armor by systematically changing a bunch of stats, so make it so that you can specify that 10% of stuff in a vendor is small versions, randomly. Or that there are small versions of everything (relevant). Then you only need prototypes for the medium versions, not every possible variation.

    To be honest, I don't understand some of the methodology behind the original game in this regard. Like, I think there are prototypes for items (or creatures) that are only used once in the game in .mob files, and then the .mob actually manually overrides the unique columns about that proto with regard to the vanilla item, so it could use the vanilla proto to begin with and not use up rows.
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    It is not something I am able to do, Dynamic Link Libraries are huge jumbles of hexidecimal code, most of it unreadable. The Temple+ guys may be able to help, it's out of my league unfortunately.
     
  5. dolio

    dolio Established Member Supporter

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    Yeah, I mean in Temple+. I'm one of the guys. :)

    Although, I went looking, and I found `scr/InventoryRespawn.py` from Co8. Did the original game not refresh inventories ever, and Co8 added it by just setting timeouts in a script? In that case, it might actually be possible to create small sized versions of things there, as part of random refreshes. You could even do stuff like making it somewhat proportional to the party composition, like Brother Smyth is deciding to make some small weapons/armor because a halfling adventurer is in town.

    It might have some snags. Like, I'm not sure if it would survive a trip to the extraplanar chest (although perhaps that could be fixed, too; I haven't looked). Also, I'm not sure if you can set a custom description via script in original ToEE. Obviously the game can do it for e.g. crafted weapons, but I'm uncertain if it's possible by script.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    If setting up a vendor for small items is required, I'd suggest highjacking the tailor in Hommlet, he's small himself and doesn’t see a lot of trade in my games generally because there just isn't much in the way of clothing that needs to be sold.
     
  7. Endarire

    Endarire Ronald Rynnwrathi

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    Does Brother Smyth carry masterwork versions of Small gear?

    Thankee!
     
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    There's currently barely any gear in ToEE that is specifically made for small characters, a small masterwork studded leather, a small rapier and that's about it.

    While the 3.0 rules for weapons restrict small characters to upto medium sized weapons making large weapons and polearms unwieldable for them, the 3.5 rules remove the restriction but add the option to make size appropriate versions of the regularly sized weapons by reducing the weight and damage die used instead for no extra GP cost. Large versions are also posible for large characters but at increased damage die, weight and GP cost.

    The problem is implementing the 3.5 rules would mean effectively doubling or tripling the number of weapons, armours, and other wearable items in the game and would add more lines in protos.tab than are available in the file, and add the requirement to make a way to choose what size you want the craftable weapons, armours and wearable wondrous items to be, and making a way to check the items are being worn or wielded by the correctly sized wielder, and apply the oversized weapon penalty for smaller characters using weapons designed for larger characters.
     
    Last edited: Oct 17, 2025
  9. dolio

    dolio Established Member Supporter

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    I did a little experiment with the script I mentioned.

    You can write a `MakeSmall` function that uses obj_get/set_int to replace the obj_f_size, obj_f_weight, and various description fields. If you copy all the armor descriptions (6000-6999) to other mes lines (26000-26999), then you can programmatically create small armor in the vendor refresh scripts.

    There are just a few catches for doing this in vanilla ToEE
    • obj_f_description is the wrong number in python. It's 23, but the actual description field is 25. You need to change that to actually get the different description for most stuff.
    • If you try to move the descriptions above mes number 30,000, then it starts looking in a different file than description.mes (I think)
    • Nothing prevents characters from wearing incorrectly sized armor, so you're effectively on the honor system to not just get half carry weight for those.
    You can do the same with weapons, you just need to know how to decode/encode dice into the right numbers.

    So, in vanilla, for vendors at least, you only need to duplicate the descriptions, which is rather less of a problem. I don't know if it's possible to hook into item creation similarly. You could also designate some NPC to let you manipulate item sizes, too, if you wanted. Like, Burne knows how to get magic items to change size or something. Similar to Jaroo fixing your bugged conditions.
     
  10. Shiningted

    Shiningted The Thunder of Justice Administrator

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    Wait, you could get obj_f_weight to work? Is that something from Temple+? I could never get that to return a number properly.
     
  11. dolio

    dolio Established Member Supporter

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    For gear, it's obj_f_item_weight. For creatures, it's obj_f_critter_weight. Works in normal ToEE as far as I can tell.
     
  12. Shiningted

    Shiningted The Thunder of Justice Administrator

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    Well I must just be an idjit then because I have never gotten it to work. I tried many times to read weight and always failed, and put it down to one of those things that isn't meant to be read via script (like faction). I wanted to create a Material Components pouch, like the extraplanar chest but that would only accept items <=1lb, but never could.
     
    Last edited: Oct 19, 2025
  13. Basil the Timid

    Basil the Timid Dont Mention the War

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    I suppose all you guys knew this already, but I was quite surprised that the only normal-sized weapon that I can get a halfling to use weapon finesse for is a dagger. I can see 3.5 has daggers together with other light weapons. Was 3.0 different? For WF, 3.5 RAW would forbid everything unless it were correctly sized. I didn't remember it being so difficult to play a small character. Is Monkey Grip a possibility? It isn't as good as I had thought.
    Normal
    You can use a melee weapon one size category larger than you are with a -2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. For example, A larger light weapon is considered a one-handed weapon, a larger one-handed weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all.

    WITH the feat, you still suffer the -2 penalty!​
    So, with the current implementation, there is no -2 penalty and WF is actually generous to apply to daggers. Wow! Count our blessings on ToEE. The actual rules suck for small characters.
     
    Last edited: Oct 20, 2025
  14. dolio

    dolio Established Member Supporter

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    That's how it was in 3.0. There were barely any tiny weapons, and small characters just couldn't finesse rapiers or spiked chains (and you had to buy finesse for one weapon at a time).

    (BTW, some of the tiny weapons were "halfling X", which you see in ToEE as the "halfling siangham." These are just smaller versions like in 3.5, but they only listed like two of them, instead of systematically including them.)
     
    Last edited: Oct 21, 2025
  15. Basil the Timid

    Basil the Timid Dont Mention the War

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    I remember doing a deep dive about the halfling monk weapons years ago. They are totally misnomers. They were intended for expanded monk weapons like the Monk Spade, but they did not function as monk weapons should. Broken!

    Regarding the armor, my solution was to take the silver ones and change the weight on protos, which was difficult for me without having the MES name for them. The only problem for me is that there is only one kind of chain shirt, studded leather, and leather scale.
     
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