ARG. I just edited the .py files and placed them in the proper directory and as a test, I made it so that Magic Missile did 2d10 damage. Guess what? It didn't work! Within the directory, little .pyc files appeared for every spell I cast, including ones I didn't bother to edit. What's the deal with that? Hmm. It might have something to do with the .txt files in rules/spells as well so I'll check that out.
Someone mentioned that the python files may have to be compiled.. What were in the PYC files.. were they openable in a text editor?
Whoever it was (I think it's Chrisbeddoes), he's right. And no, they weren't readable in notepad. How do you compile them?
I was the one hacking away on python. I also posted about dumping raw .py files into the dirs, and having the game dump .pyc files into it. A .pyc file is a compiled .py file. I'm going to have to compule the .py code bits, hope I use the same compiler (I think they're just using the default 2.2 compiler), and hope it works One of the things on my list. I use Active Python 2.2.2... ToEE used Python 2.2.1... so, I should be able to compile these. Sadly, Python isn't my forte... PERL is. I've been teaching myself Python, because it's interesting... <g> I need to learn faster. Running a quick test: Changing the OF_OFF variable in the kids_off.py file to OF_ON, gonna compile it, and drop the .pyc in the dir. biab.
Yeah.. all the spells, and spell like effects, are in python... they do reference the .mes files, though...
S C O R E !!!!!!! I just turned Cure Light Wounds into a 0d0 heal spell Opened up the .py file for Cure Light Wounds, changed the dice from 1d8 to 0d0, saved the file into data\scr\ (still as a .py file), ran the game, and used a Potion of Cure Light Wounds... Animation, Sound... and no damage healed on my wounded fighter. Had the cleric cast cure light wounds, no heal... cast cure moderate, healed We have a winner! Get crackin', Ex
BAM! Found the broken Magic Weapon code... if target_item.obj.type == obj_t_weapon: target_item.obj.d20_status_init() target_item.obj.condition_add_with_args( 'sp-Magic Weapon', spell.id, spell.duration, 0 ) target_item.partsys_id = game.particles( 'sp-Detect Magic 2 Med', spell.caster ) That 0 shouldn't be there... the "spell_duration" variable is set a few lines above, with: spell.duration = 10 * spell.caster_level the 0 after the variable is resetting the variable to 0... which in ToEE, is permanent. hmmmmmmm.... Good idea here... Create a custom NPC, a high-level mage... modify some spells to be permanent, and then charge the PCs and arm and a leg for the NPC Mage to cast "Permanency" on items/PCs... heh. Maybe even a quest reward... hmmm hmmm hmmmmmm
Just wondering: What are you using to edit the files? (I'm using Notepad and changing the spell to 0d0 didn't seem to work ) Also, what settings do you put on the files? Read-only?
Drat. Chrisbeddoes was right. It does need a specialized editor. I'll go get that ASAP. Where can I get it? I can't wait to get my hax0r on!
http://www.activestate.com/Products/Download/Download.plex?id=ActivePython Should be the download page.