Spell List for \ToEE\data\rules\spells ?

Discussion in 'General Modification' started by gygaxian, Oct 13, 2003.

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  1. gygaxian

    gygaxian Member

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    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
     
    Last edited: Oct 15, 2003
  2. dwarvenale

    dwarvenale Member

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    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
     
  3. gygaxian

    gygaxian Member

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    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 :(
     
    Last edited: Oct 13, 2003
  4. Sol Invictus

    Sol Invictus Beholder Watcher Veteran

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    You'll have to edit the.py files to access some of what the spell does - such as the damage ratio and so forth.
     
  5. gygaxian

    gygaxian Member

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    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
     
  6. Phalzyr

    Phalzyr Established Member Veteran

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    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.
     
  7. Joviex

    Joviex Member

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    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?
     
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