The Arena of Heroes Mod (Beta)

Discussion in 'General Modification' started by Morpheus, Feb 13, 2005.

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  1. Morpheus

    Morpheus Mindflayer Veteran

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    Allyx, about your Robes of the Archmagi ... Here's the description I found:

    We probably won't be able to implement the negative levels thingie and the enhancement bonus on caster level checks (at least I have no idea how).
    In your implementation you use different values for the spell resistance (17) and saving throw bonusses (+1), are you using an older source book maybe? You have replaced Antimagic Field (not available in ToEE) with Bless, which strikes me as a bit odd, especially since it's a divine spell (according to the description, the robes can only be crafted by arcane spellcasters). I'd say we better use an arcane spell that is similar to Antimagic Sphere, like Globe of Invulnerability.
     
    Last edited: Mar 9, 2005
  2. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I already did, fin hedrack's shield in protos and follow it along until you see weapon_unholy then follow the column down 'till you get to the robes you'll see what I did, and it works just fine.

    I think everything except +2 vs SR is do-able.
     
    Last edited: Mar 9, 2005
  3. Morpheus

    Morpheus Mindflayer Veteran

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    Yeah, giving them "Weapon Holy" and "Weapon Unholy" in order to create the negative levels was indeed pretty ingenious. This method does have issues, however - the robes should only work for arcane spellcasters, but they do actually work for all classes. My true neutral wizard doesn't get negative levels from the gray robe. Apart from that, the robes seem to work fine for me. I haven't tried crafting them, yet, though.
     
  4. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Isn't it possable to create an "invisable" armor proficiency specifically for the robes and grant this proficiency only to arcane spellcasers at level 1? By invisable I mean you get the effects of it but don't see it anywhere.
     
  5. Morpheus

    Morpheus Mindflayer Veteran

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    I'll look into that ...
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I was hoping you'd say that, 'cause Iwas reading moebeus' readme for his temple.dll, in which he added a whole bunch of feats including the craft staff, forge rings, and a whole bunch of monk stuff (including some that don't do anything), so it seems an update to temple.dll is needed. Where's moebeus when you need him?
     
  7. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Hows this build?

    I made the changes you suggested, made more potions brewable, not sure about some of the prerequisites for some of them, but they're easily changed.

    I was using the 3.0 dmg as a source, didn't realize they'd changed it so much!

    I think "Aneutral" as a pre-req... for the grey robe won't work.
     

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    Last edited: Mar 11, 2005
  8. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I posted this elsewhere, thought i'd post it here for ease of reference.

    I just changed the colours of a few magic cloaks - The mantle of spell resistance displayed white instead of black, the the cape of the mounteback is now green, the boots and the cloak of elvenkind is now black. I know its minor but it should be fixed.
     

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    Last edited: Mar 12, 2005
  9. Morpheus

    Morpheus Mindflayer Veteran

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    Allyx: I really appreciate your work, I have one tiny suggestion though - could you post more details on what you changed and why you changed it (files, string ids, etc.), that way I don't have to go through the files with a file compare utility and try to figure out the changes I need to make in my own files.

    Some comments/questions on your changes in item_creation_mes:

    - {8001}{"Sspell resistance"} ???
    - you changed a whole boatload of potions to have "protection from energy" as a prereq, however, that spell is called "protection from elements" internally (a remnant from when the game was still using 3.0 rules).
    - I don't really know what kind of prereq to choose for "protection from undead/outsiders/elementals", since those are rather special abilities and there are no corresponding spells in ToEE. Your choices seem okay, though.
     
  10. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    you can take them back out if you want no probs, I just thought, whats the point of having 1 or 2 of each of those potions in the game? if you don't know what to expect, you wont use them effectively, and you can't normally craft them, so you might as well sell them (at least they'll be usefull for something right?).

    8001 is protection from magic - spell resistance/lesser globe of invulnerability
    prot undead consecrate/negative energy protection take your pick
    prot elementals magic circle against something or another
    prot outsiders - dismissal
    prot fire - dispell fire?
    prot earth - dispell earth?

    the Chimes of opening should have "SKnock" Instead of whatever's there and cost 300gp in protos.
     
  11. Morpheus

    Morpheus Mindflayer Veteran

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    Okay, I found out why the Ring of Animal Summoning was behaving strangely: Some modder hijacked the associated .py script for the Bag of Tricks. Doh! I guess I'll try to make another script and restore the ring's original functionality.

    Anyone tried the Potion of Sneaking (use "give 8026" in the console)? Isn't it supposed to give a bonus on Move Silently or something? It seems to do nothing ...
     
  12. Morpheus

    Morpheus Mindflayer Veteran

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    Oh, now I get it. Actually 8003 is the protection from magic potion. But it doesn't work - when I use it ingame, I always get a "Item transfer error" message.
     
  13. Livonya

    Livonya Established Member

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    Just so you know almost every potion in the game is broken.

    A few work, but 85% of them are coded really badly and will NOT work unless the character drinking the potion is a spell caster that can already cast that spell.

    I have fixed many of the scripts so they do work, but not all of them.

    The problem is that most potions do not have unique scripts. They share scripts with spells. This does not work as the spell's duration and effects are set by your caster level. It is really messed up.

    So for instance if a non-spell caster uses a Haste potion the duration is 0 rounds. You get a spell looking effect but nothing else happens.

    The only potions that actually do anything are cure light, cure moderate, and cure severe wounds... also I think the potion of invisibility works, too. Any of the potions that have unique scripts that are not shared by spells.

    It would take about 20 hours of work to make all the potions work. New scripts would need to be written and definied for them.

    - Livonya
     
  14. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I guess i'll leave that to you guy's then as I can't seem to even open a script file, let alone edit, or write anew.

    Just let me know if you want me to do some simple stuff, I have a lot of spare time, and i'm actually enjoying trying to improve the game, almost more than playing it!
     
  15. Morpheus

    Morpheus Mindflayer Veteran

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    Very interesting! Would you mind posting an example for a potion that was broken and - more importantly - describe how you fixed it? Maybe some of us other scripters could try our hands at fixing the rest of them, since you seem to be very busy already (with all that AI stuff etc.). Let's share the load, I say! ;)

    You seem to have learned quite a lot about the inner workings of ToEE. In comparison, I'm merely tinkering with stuff and don't really have much of a clue. If you ever get round to it, you should write some sort of tutorial about python scripting ... might get more people to venture into this area.
     
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