Editing/Modding Arcanum Guide - Spells, Items, Monsters

Discussion in 'Modding and Scripting Support' started by Leonidus, Oct 24, 2012.

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  1. Leonidus

    Leonidus Member

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    Actually the end line can sometimes rarely refer to endings other than maintained spells, like with stun which I note in the guide.
     
  2. Nataku

    Nataku Member

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    Re:

    Yeah, I did new test for another spells but the result is : when a weapon cast a spell, this one never ends if he has not a duration and No stack 1. But actually, I realizes I didn't need a spell for a lot of weapons (I guess I became fond of spells after beginning modifying them :lol: )
    I just use spells for :
    -The weapons using battery with additional damages (they make less damages without energy but they still hurt)
    -The weapons with the "unseen force/Molotov effect" because this effect need an origin to determinate the direction
    And when theses weapons or others weapons need another effect, I just use the HIT point. So presently, all is okay for me.

    The last important question is : can't we add spells ? I'm actually modifying the existing useless ones but I would prefer creating some new. If I had a description in MES/spell.mes, this have no effect on the editor (new spells don't appear)
    And according to your new/restaured spells (like tsunami), what eye candies did you use ? Did Troika prepared them (for Earthquake, ...) or did you use some others ?
     
  3. Leonidus

    Leonidus Member

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    I don't know if you can add spells, because the interface for selecting spells at level up and for casting would have to be changed too I'm sure.

    The ones I made replaced spells that existed that had appropriate eyecandy art already in that spell slot. For example if you move a spell from some slot into the entangle slot, its art will still be green weeds.

    There are a lot of effects that don't need to reference the spell's eyecandy art for that slot though. Shapeshifting turns you into whatever art is put into the effect, regardless of spell eyecandy that occurs as a casting visual effect. I think projectiles and other 'summoned' parts which reference a distinct proto file use their own stuff.
     
  4. Nataku

    Nataku Member

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    Re:

    The eyecandy can be changed in RULES/spelleyecandy.mes but this in not what I meant : actually I use some slots of spells which not appear in the spell interface (item spell : wolf forme, dead knight death, conjure spirit II, ...).
    The point which make me think we could add spells is that Troika let some empty slots in spelleyecandy.mes :
    // 222 -- MI2: Epée électrique
    {2220}{} // Cast
    {2221}{} // Projectile
    {2222}{Art: 141, Palette: 1, Scale: 100%, Blend: Add, Sound: 24105, Flags: overlay_fb | animates, Light: 1} // Destination
    {2223}{Art: 349, Palette: 1, Scale: 100%, Blend: Add, Flags: overlay_f | animates, Light: 1} // Secondary Destination
    {2224}{} // Secondary Casting

    // 223 -- MI2: PLACEHOLDER
    //-2230--- // Cast
    //-2231--- // Projectile
    //-2232--- // Destination
    //-2233--- // Secondary Destination
    //-2234--- // Secondary Casting

    // 224 -- MI2: PLACEHOLDER
    {2240}{} // Cast
    {2241}{} // Projectile
    {2242}{} // Destination
    {2243}{} // Secondary Destination
    {2244}{} // Secondary Casting
    [...]
    They didn't let that slots in spelllist.mes :
    // 15 -- Gants Molotov NEW !!!!!!!!!
    {14050}{AoE: Tgt_None, [Begin]AoE: Tgt_Obj_No_Self | Tgt_Obj_T_Critter | Tgt_Obj_No_ST_Critter_Dead, [End]AoE: Tgt_Object}
    {14051}{Cost: 0, Duration: (1 @ -1), Info: aggressive}
    {14053}{No_Stack: 1, ItemTriggers: Target_Hit | Target_Attacker}
    {14055}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: Damage, DmgType: Dmg_Fire, Dmg: 3-15}
    {14056}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: Damage, DmgType: Dmg_Normal, Dmg: 3-15}
    {14057}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: EyeCandy, 2, Add}
    {14058}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: EyeCandy, 3, Add}
    {14059}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: AGoal, anim_goal_knockback}

    // 16 -- Epée électrique NEW !!!!!!!!!
    {14100}{AoE: Tgt_None, [Begin]AoE: Tgt_Obj_No_Self | Tgt_Obj_T_Critter | Tgt_Obj_No_ST_Critter_Dead, [End]AoE: Tgt_Object}
    {14101}{Cost: 0, Duration: (1 @ -1), ChargesFromCells: 1, Info: aggressive}
    {14103}{No_Stack: 1, ItemTriggers: Target_Hit | Target_Attacker}
    {14105}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: ChargeNBranch, Cost: 1}
    {14106}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: Damage, DmgType: Dmg_Electrical, Dmg: 50-50}
    {14107}{[Begin], ItemTriggers: Target_Hit | Target_Attacker, Type: EyeCandy, 2, Add}
    So I tried to create them but actually, I don't even know if this had an effect because I couldn't attach them to weapons (the unique usage I do of new spells). I had them a name in MES/spell.mes but it couldn't find them on the list in WorldEd. I will give it another try in few days, maybe I just forgot a description to the spell or something like that...
     
  5. Leonidus

    Leonidus Member

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    What I meant was that it is probably impossible to add to the amount of spells a player can learn and cast. The game interface only has slots for 80, 5 per school, and getting past that would be pretty difficult.

    There are tons of extra spells though, like the ones Kerghan casts, so I imagine that the amount in spelllist.mes isn't some sort of hard cap on allowed spells in the game.
     
  6. Damphil

    Damphil New Member

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    Cool

    Guys need HELP!
    It's guide - Very Good.
    But I'm have problem:
    - Where and how edit properties of item ?
    Namely - the radius of the light from an electric lamp, miner's helmet and lamp.

    Ths for helping.
     
  7. Nataku

    Nataku Member

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    Hello

    I tried exploring those prototypes (miner helmet, lantern) thanks to Arcanum Factory but I couldn't find any special characteristic. I guess you could modify them with Arcanum Factory, they should keep their halo (prototypes 015092 for the lantern and 008283 for the miner's helmet*).
    Another simplest way is to edit them directly on WorldEd but they won't become a prototype (I wonder why Troika didn't include a way to transform anything in WorldEd in prototype, with a limited number of protos obviously...).
    Anyways, if you want to do anything else that a generic or an helmet, you can create a script eyecandy (really simple) in Rules/ScriptEyeCandy.mes and make a invisible effect (or not) with a permanent light, you can choose the color.** Cast that script eyecandy on Trigger at the "Wield on" script point of your item and remove it (stop eye candy (num) on (obj)) at the"Wield off" point.

    I hope one of these solution will help you.
    Good luck.

    NSq

    *There is a difference of +20 number beetween Mes/descriptions.mes and the real proto numbers
    **If you don't know of encode anything in Rules/ScriptEyeCandy.mes, look at the Spelleyecandy file, you will find any ways to do permanent eye candies, ... I guess you know the eye candies of the original spell
     
  8. Damphil

    Damphil New Member

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    Nataku
    Ths.
    I'm know that you says:
    My edit lighting for FireElements, looking scrieen:
    [​IMG]
    And Illuminate too.
    [​IMG]
    So I tried to open the files prototypes 015092 and 008283 hex-editor. And crached search, here not code for "properties of item".
    Code:
    77 00 00 00 ff ff 00 00 00 00 00 00 00 00 00 00
    00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00
    ca 74 ee 00 f4 3a 00 00 02 00 00 00 c2 74 ee 00
    ff 36 05 e7 0e 00 00 00 01 00 e0 24 02 00 00 00
    55 1e 00 00 01 00 00 00 09 00 68 60 00 00 00 00
    00 00 00 00 00 ff ff ff ff 01 04 00 00 00 07 00
    00 00 04 00 00 00 ff ff ff ff ff ff ff ff ff ff
    ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff
    ff ff 02 00 00 00 7f 00 00 00 00 00 00 00 01 04
    00 00 00 07 00 00 00 01 00 00 00 ff ff ff ff ff
    ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff
    ff ff ff ff ff ff ff 02 00 00 00 7f 00 00 00 00
    00 00 00 01 04 00 00 00 04 00 00 00 05 00 00 00
    ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff ff
    02 00 00 00 0f 00 00 00 00 00 00 00 00 00 00 00
    ff ff ff 00 ff 00 00 00 64 00 00 00 00 00 00 00
    ff ff ff ff ff ff ff 00 00 01 04 00 00 00 04 00
    00 00 03 00 00 00 ff ff ff ff ff ff ff ff ff ff
    ff ff ff ff ff ff 02 00 00 00 0f 00 00 00 00 00
    00 00 00 34 04 00 00 00 00 00 00 00 00 00 00 e0
    15 00 00 e0 3a 00 00 09 00 68 60 ff ff ff ff 00
    00 00 00 32 00 00 00 00 00 00 00 00 00 00 00 05
    00 00 00 00 00 00 00 00 00 01 00 00 00 00 00 00
    08 00 00 00 32 00 00 00 00 00 00 00 50 00 00 00
    00 00 00 00 09 10 68 60 00 00 00 00 ff ff ff ff
    00 00 00 00 01 00 00 00 e0 3a 00 00 e0 3a 00 00
    10 27 00 00 10 27 00 00 10 27 00 00 10 27 00 00
    10 27 00 00 00 00 00 00 00 00 00 00 00 00 00 00
    00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00
    
    All edite code = 0 effect in game!!!

    Also begin to think about what to write the code manually.

    Questin next:
    How its create? Ma edit magic of Light FireElements -> use art fire. How del art?
     
  9. Nataku

    Nataku Member

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    I guess you can create a blank art (or a totally black art, with the add function it will become invisible). I know a black art yet exists (pixeldummy.art), I never tried making it but it should work as an eyecandy. Try copying this art in data/art/eye_candy. Add it in data/art/eye_candy/eye_candy.mes (copy the original file in the data/art/eye_candy file and include it).

    For exemple :
    {444}{pixeldummy}

    In data/rules/ScriptEyeCandy.mes, make a new eyecandy with it.
    For example :
    {75}{Art: 444, Palette: 1, Scale: 100%, Blend: Add, Flags: overlay_f | animates | anim_forever, Light: 1, Light Color: (255 @ 128 @ 0)}
    It will (normally) make a perpetual light on the target (light radius 1, color 255, 128, 0).

    Good luck
     
  10. Damphil

    Damphil New Member

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    Im add new lines in script - ScriptEyeCandy.mes \\ Light yup.
    And add new lines in script - SpellList.mes \\ light on\off.
    But my question of its:
    Art: 444
    See screenshots - working !!! But im use ART effect for light FireElemental (right on Virgil):
    [​IMG]
    And how nomber Art - invisible effect ?

    ***
    I'm not understante - edit \ create item in ScriptEyeCandy.mes, SpellList.mes, ScriptEyeCandy.
    The radius of the light from an electric lamp, miner's helmet and lamp.
     
  11. Damphil

    Damphil New Member

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    YES,
    Need search in Proto files "code" its OBJECTS in items:

    Item Flags (*OIF_*)
    OIF_LIGHT_SMALL
    OIF_LIGHT_MEDIUM
    OIF_LIGHT_LARGE
    OIF_LIGHT_XLARGE

    But here radius light ?!?!
     
  12. Nataku

    Nataku Member

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  13. Damphil

    Damphil New Member

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    Okay, let's go further. Talk Characters \ Monsters.
    Open the file *. Pro any convenient hex-editor, and look for:
    Code:
    00000100 00 00 00 00 FF FF СС СС AA AA AA 00 00 00 00 00
    Where, 00000100 - line number. A value of FF FF СС СС AA AA AA inserted our Light.
    Read more about the light:
    • FF - component on and off. If an even number (2,4,6 ...) Incl. The number is odd (1,3,5 ...) - off;
    • СС - code numbers Arta light, ie our range;
    • AA - the code number of one of three colors to display the light we see at dusk.
    08 90 - is the radius of 1x1.
    If someone will help find all numbers ART Light - would be greatly appreciated.

    Screenshots worcking:
    [​IMG]
    [​IMG]
    [​IMG]
     
  14. Damphil

    Damphil New Member

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    Well, random selection of numbers brought me here to this result:
    [​IMG]
    And
    [​IMG]
    Guys maybe help search code in "proto" file - radius light - in 015090.pro and 015092.pro
     
  15. Nataku

    Nataku Member

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    Hey. I'm wandering why you want to modify protos for npc. Npc have a light properties in edit allowing making any light that you want. :hump:
     
  16. Damphil

    Damphil New Member

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    Does anyone versed in the properties where changes occur clothed shot thing.
    Open - 27330 - Basic Unique NPC
    But i'm not see code for - clothed shot item -> edit radius light. And edit color too.
    So I do not see anything like this in the files of the things themselves - 015090.pro and 015092.pro

    Need help.
     
  17. Nataku

    Nataku Member

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    Wooo :bunny:
    I'm not sure I really understood :hippy:

    I guess you want to make a light around a critter when he's welding some clothes ?
    So making a invisible permanent eye candy with a light should still working with it (sorry if I misunderstood). No need to change protos, just need two script (Wield On and Wield Off) and an script eye candy (modifying script eye candy is better than modifying spells eye candies 0:) )

    Ans Merry Xmas :partyhat:
     
  18. Damphil

    Damphil New Member

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    Nataku
    Yup,
    But i'm not see here in script eye candy(mes)
    - light radius for electric lamp, miner's helmet and lamp.
     
  19. Nataku

    Nataku Member

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    Actually, I have no idea of how these lights work.
    Using a script eye candy (rules) is just an alternative way to do it.
     
  20. Nataku

    Nataku Member

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    Hey ! I'm back with new spells. Here I give you the fixed Earthquake spell :

    {5450}{AoE: Tgt_Obj_Radius | Tgt_Self | Tgt_Obj_No_Self | Tgt_Obj_T_Critter | Tgt_Non_Party_Critters, Radius:1}
    {5451}{Info: aggressive}
    {5454}{AI_Offensive: 6}
    {5455}{[Begin], Type: EyeCandy, 2, Add}
    {5456}{[Begin], AoE: Tgt_Obj_No_Self | Tgt_Obj_T_Critter, Type: AGoal, anim_goal_knock_down}
    {5457}{[Begin], AoE: Tgt_Obj_No_Self | Tgt_Obj_T_Critter, Type: Damage, DmgType: Dmg_Normal, Dmg: 15-30}

    /!\ This is not for include in a Arcana ("learnable" spells), if you want to do it, you must change that : {5451}{Cost: 30, Info: aggressive} I just use it as a scroll spell.

    This spell will make everyone near to the player (1 tile) become prone/fall. I didn't included a chance to resist, that's why it's a strong spell. You can add a resist chance replacing that : {5451}{Cost: 25, Resist: (stat_dexterity @ -10), Info: aggressive} (do not add the cost for a scroll-spell only).

    You can adjust the damages here : "Type: Damage, DmgType: Dmg_Normal, Dmg: 15-30". Presently, it causes randomly 15 to 30 dammages, so it hurts moderately (to compare, "harm" causes Dmg: 3-40).

    :heart:
     
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