I now have a "D:\ToEE\data\rules\spells" directory. COOL ! It seems that I can make changes to spells in toee? Yes? For instance, someone fixed Burning Hands to be an Evocation. The file name reads 045-Burning Hands. Ok, in data\rules there is a SpellList.mes This tells me the number to use when creating a new spell mod. Was this something modders added? This is awesome! I want to create a file for each of the Conjuration spells in Toee and set "Spell Resistance:" to NO, so that they behave correctly (as in 3.5 D&D). SUCCESS! I created a new file called "304 - Melf's Acid Arrow.txt" containing: School: Conjuration Level: Sor 2 Level: Wiz 2 Component: V Component: S Component: M Casting Time: 1 action Range: Long Saving Throw: No Spell Resistance: No Projectile: Yes flags_Target: Range inc_flags_Target: Other exc_flags_Target: Self exc_flags_Target: Dead exc_flags_Target: Non-critter mode_Target: Single min_Target: 1 max_Target: 1 radius_Target: 0 ai_type: ai_action_offensive I loaded up a combat and Acid Arrow no longer checks SR ! I Need some HELP: Lantern Archon is supposed to use RANGED Touch Attacks according to the D&D book. But in Toee they use normal attack (at -3 STR even) which is terrible! Can we mod the game to fix this? How? Thanks
what was the final directory you put this in, after you mod'ed it? was it rules/spells or rules/spells/spell list.mes that you actually made the changes to? thanks I created a new file called "304 - Melf's Acid Arrow.txt" containing: School: Conjuration Level: Sor 2 Level: Wiz 2 Component: V Component: S Component: M Casting Time: 1 action Range: Medium Saving Throw: No Spell Resistance: No Projectile: Yes flags_Target: Range inc_flags_Target: Other exc_flags_Target: Self exc_flags_Target: Dead exc_flags_Target: Non-critter mode_Target: Single min_Target: 1 max_Target: 1 radius_Target: 0 ai_type: ai_action_offensive
I created the "304 - Melf..." file then put it in \data\rules\spells should be Range: Long, not medium. my bad. Now I need to figure out how to fix Divine Favor. It is supposed to give +1 attack and weapon damage per 3 caster levels but it is not giving any damage bonus. Those numbers may be inbedded in the actual code though. I dont know how to edit that
You'll have to edit the.py files to access some of what the spell does - such as the damage ratio and so forth.
I can not get Glitterdust, CloudKill, or any of the other cloud-type spells to skip the Spell Resistance check. Would one of you more knowledgble type post the "Spell Resistance: No" fix for me? Is it possible to fix similar to how I edited Melfs Acid Arrow above? please post the solution text here and the file name. Thanks
I think the cloud type spells damage is hard coded elswhere... where??? I haven't found out yet, maybe in the exe ANy spell that does not do the damage when spell is cast I believe is this way.
I posted this at Atari in the bugs list, but... who knows. Maybe someone here can figure it out... There are two definitions for the spell Glibness. 522 - Glibness.txt and 552 - Glibness.txt in the rules\spells folder both provide slightly different spell arguments. One defines an AI_offensive use, the other doesn't. One has both V and S components, the other only V. AND the scripts Spell522 - Glibness.py and Spell552 - Glibness.py both reference only Glibness as the spell to fire during the script run, so I am sure there is an error here. One also uses Transmutation particles while the other uses Enchantment particles. Don't mind me, just hacking things apart. AND, I discovered this when counting files in the spells and rules\scr directories. There are 258 script entries for the spells, however, there are only 257 spellxxxx.txt files for arguments. Hold_Portal is missing. Hold_Portal has the script file, but no parameters. I assume it works in game? or is even available in game?