Using protos bonuses in scripts

Discussion in 'Scripting' started by darmagon, Oct 5, 2005.

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  1. Zoltec

    Zoltec Pгōdigium

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    Please make one for the "Bracers of Archery" :p, Add MWP(Longbow), MWP(Shortbow), don't know if Crossbow is included. Still dying to have your example file on that. Coz, I dunno scripting munch* munch*...
     
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Yeah I thought of that too, bu as per previous post:
    But hey, I can try again, whats one more crashed game in a lifetime ;)

    Which example file were you after?
     
  3. Zoltec

    Zoltec Pгōdigium

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    Thanks, I'm after the "Ring of Evasion" implementation files. But you know I have an idea, a big idea on this. I'm using a ToEE trainer and it seems it's source code is available at www.sorcerers.net, I'm using it, to add weapon proficiencies to my character. The hex codes might help. :) It's called TCE.
     
  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    O well the Ring of Evasion will have to be changed in Protos.tab, which I will send to Gaear shortly for the next release.
     
  5. Zoltec

    Zoltec Pгōdigium

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    Alright, I have no problems in dissecting the next release. Anyway, your compiled mod tut has helped me significantly in modding things. Thanks for the free cookies on your rant site. :)
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Only the first one is free! :rant:

    Update: tried it, it didn't work :(

    On the upside, I feel motivated to getting a few other magic items going: Sylvan Scimitars (not actually practical), proper dark blue Ioun Stones, that sort of thing. Feel free to throw up suggestions, everyone!
     
  7. Zoltec

    Zoltec Pгōdigium

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    Hi, Ted sorry for being off topic. But I notice that whenever Elmo is being asked to sober up upon hire, he is changed by another NPC which is a bad routine (i guess). Can you work out a script for me that can interchange \art\meshes\NPCs\Elmo NPC_Elmo.txt to \art\meshes\NPCs\Elmo\PyInterSU NPC_Elmo.txt. Note that NPC_Elmo.txt in PyInterSU folder uses a Generic PC human male animation whilst under Elmo directory/PyInterDR directory is the drunk one.

    Feel free to put a flag condition in Py script to check and restore Elmo's drunken animation upon player's new game. You can get the original drunk animation @ PyInterDR Folder.
     
    Last edited: Sep 14, 2013
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ummm? If I remember nothing else Cujo said (and I remember a lot of it), he said we couldn't change models. Are you sure this would work?

    And no I don't have a script to swap out files, but it would certainly be useful in other areas. (Swapping out jpgs so you can burn down a building or something).Resetable at start of new game, as you say.
     
  9. Zoltec

    Zoltec Pгōdigium

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    I assume it will work. How bout this script will it work on pyToEE? script If you can just try... and if its not a waste of time sire!

    EDIT I really want to consider this, because, I have an idea which is not so great, I want to implement a condition, If your PC drank 3x ale his animation would change to elmo.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well, if it DOES work, its a mighty leap forward, so I'll give it a go. I'll need about 24 hours though as I have some other commitments.
     
  11. Zoltec

    Zoltec Pгōdigium

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    Thanks! Godspeed Ted! Godspeed! :dance:
     
  12. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Sorry Zoltec but I downloaded this and the zip seems to be corrupt, I could only get the mdfs (everything else, including the all important txt files only gave me an error when unpacking). Could you pelase upload it again?
     
  13. Zoltec

    Zoltec Pгōdigium

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    Here. :)

    If you really cannot extract all the contents, just extract ToEE1.DAT and look for the ff. files

    ToEE1\art\meshes\PCs\PC_Human_Male PC_Human_Male.txt
    ToEE1\art\meshes\NPCs\Elmo NPC_Elmo.txt

    Here are the contents of NPCs.zip

    Under Elmo Folder

    PyInterDr Folder
    -> NPC_Elmo.txt : drunk version; this is originally the NPC_Elmo.txt
    PyInterSU Folder
    -> NPC_Elmo.txt : generic version; this is originally the PC_Human_Male.txt

    Chest.mdf <- Not really important
    Feet.mdf <- Not really important
    Hands.mdf <- Not really important
    Head.mdf <- Not really important
    NPC_Elmo.SKA <- important!
    NPC_Elmo.SKM <- important!
    NPC_Elmo.txt <- important!
    Chest.tga <- Not really important
    feet.tga <- Not really important
    hands.tga <- Not really important
    head.tga <- Not really important

    Instructions

    Copy-paste NPCs folder to Atari\Temple of Elemental Evil\data\art\meshes
     
    Last edited: Sep 14, 2013
  14. Zoltec

    Zoltec Pгōdigium

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    Hi, Ted. We are changing directions. I've found out that NPC_Elmo.txt do not govern the main animation of Elmo, it seems it is the .SKM or .SKA file. I'll test it in a minute and update you here. Thanks for your time.
     
  15. Zoltec

    Zoltec Pгōdigium

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    Here's what I found; the .SKA file is the main animation of models(.SKM). Meaning, we can use the animation to all humanoid PCs/NPCs if its possible. So to say, I'm gonna upload a new set of folders.

    Same instructions Ted. :nosebleed

    I'm getting this... atm.
    Revised.zip:
    Upload of file failed.

    Still persistent... huh... It wouldn't upload, however, contrary to this I can upload our mod on the other thread...
     
    Last edited: Sep 14, 2013
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