OMG what have I got myself into

Discussion in 'Modding and Scripting Support' started by Darkform, Jun 12, 2008.

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  1. Darkform

    Darkform New Member

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    oh my god I thought making a Meca Suit would be simple because I made a new gun a few years ago and fixing a Schematic and attaching a effect.mes to a proto shouldn't be to much harder should it?

    well I made the Schematic and it works great.

    I made 3 protos for the 3 sizes of Meca Suits. they need some work but at least show up with the name Meca Suit even tho they are otherwise just like Machined Plate and with Machined Plates effect.mes.

    my main problem is I found that the proto has a link to a script and to change the effect.mes I have to make a new script, that won't be to hard just copy the script in new name change the effect it points to and change the proto to point to it instead of old script.

    coming to my problem. the Machined Plate script points to effect 103 and the effect.mes is 385. I looked at the Darkhelm script and the effect it points to is not as simple as effect.mes-282.

    so how does effect 103 turn into effect.mes 385? and what effect # do I need to point to effect.mes 386? I looked thru everything I think and can't find where effect 103 is, if I knew I could probably add a effect to point to effect.mes 386 and atach the effect I made to a new script for Meca Suit.

    and I really thought it was as simple as attaching the effect.mes to the proto without scripting. I think I can buy removing the code in proto pointing at a script BUT if I did add effect.mes that way I think the effect would happen even if Meca Suit was in inventory unequipped.

    thanks for the help tho I think best bet is to hunt down the one that fixed Machined Plates effect and ask him but the script is in Arcanum4.dat without any downloads other than official patch so I don't think he scripted. I think he just found where in proto to attach the link to the script that was already there.

    thanks agin to all the scripters that help me with this.
     
  2. theorel

    theorel New Member

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    I'm confused...I look at my effect.mes and it stops at 358. Whereas effect 103 is str+1(used for factory escapee). However, looking at the script for techplate, it seems that it calls effect 103 as much as 3 times, according to one's tech aptitude, implying str+3 for high tech aptitude, at least that's how it seems to me. So...as I said, I'm confused.
     
  3. Darkform

    Darkform New Member

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    try Darkhelm it's script says it's effect is 141 and effect.mess doesn't go that high. so I concluded that when script says effect it doesn't mean effect.mes but something else and that something else points to the right effect.mes.

    all of Machined Plates effects in effect.mes is divisible by 3 so effect 103 wherever it is might be {st +1, maxhps +2, maxfatigue +5%}, or it might just point to effect.mes 385 IDK. I would like to know where the effects listed in scripts are and how to edit/add one.

    EDIT:

    I'm done with Schematic proto

    I'm done with small med and large Meca Suit protos

    I need to link a effect to the script I made. currently I have the same effect Machined Plats script was pointing at in it's place as a placeholder

    I need to find out where script effects are and make one pointing at the effect.mes I already made for Meca Suits

    anyone know how to open the exe to be edited? I think thats the only place I didn't look. and what program I need to edit it with?
     
  4. theorel

    theorel New Member

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    I'm still confused...I don't think machined plate does what you think it does.
    Or else for some reason it does different things for you than what I expect it to. I don't know any proto editing, but looking at the scripts, effect.mes, and the dark helm in world ed, the script calls the effects as they are labeled in effect.mes without changing the number or anything. Here is what I can gather about the darkhelm(full stack trace to follow):
    It calls script 30293 when wielded with counter2=216 and counter1=4.
    Script 30293 then gives wielder effect 141(perception -1) as many helms do.
    it then finds the users magic/tech alignment and adjusts the number in counter1(4) accordingly and puts it in counter 0.
    It puts this number in local0
    then loops until local0 is 0, subtracting 1 from local0 each time and applies effect counter2(216) to the user each time until local0 is 0. In effect.mes, again unadjusted by anything, effect 216 is alignment -50(because they have a much finer gradient on alignment than what's shown in the game) and aptitude + 5. So if this is applied 4 times it will give magic aptitude +20.
    Finally it returns and runs default, presumably giving proper AC adjustment and whatnot.
    In the end the effect is(if full magic power is available) aptitude +20, alignment -200 perception -1, and the normal helm stuff. This is what happens from darkhelm. The same is true for charged ring(an easier example to trace).
    So, in conclusion the effect is the effect number in effect.mes, unadjusted by anything, called from the script which is attached in the wield On position(24).
    So, perhaps if you could be clearer about what the problem you're having is...as it doesn't seem to be associated to effect.mes, the one contained in the rules folder after all is undatted.
    Or else, maybe your effect.mes is broken, since you said it doesn't go up to 141, mine goes up to 358.
    perhaps you're looking at a different file? Perhaps you're referring to something other than the script(i.e. 30293Dark_Helmet_WIELD_ON.scr, and 30303Tech_TechPlate_WIELD_ON.scr?)...I'm just not sure.
     
  5. Darkform

    Darkform New Member

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    I see how Machined Plate can get the +3 str now but where does it get the maxhps +6, maxfatigue +15%? and yes my HPs and Fatigue go up when I equip Machined Plate like effect.mes 385 says it should. my script for Machined Plate only turns effect 103 on and off but like I said I still get HP and Fatigue +.

    141 was a brain fart. what's the weild on script# for Darkhelm that might help.
     
  6. theorel

    theorel New Member

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    I just added a small machine plate to a module, and created a dwarf with decent tech aptitude to try it on. I don't get any bonus to fatigue...so I'm really not sure where you're getting that. I do get 6 hps(2 for each point put into strength) and 3 strength. I'm sorry, but I really just think you're mistaken about this +3 str, +6 maxhps, +15% maxfatigue.
    Maybe you got an edited effect.mes from somewhere else which was trying to fix machined plate in this way, and that's why it's in your effect.mes. Are you using any other mods?
    Regardless, the Machined Plate which comes with just the official patch+Drog Black Tooth's just does the +3 str, dependent on your tech aptitude. Oh, I just thought of something...maybe you're remembering from a different fix, if it's been a while since you used it? I seem to remember rroyo mentioning that he had a fixed machinedplate a while ago, done a different way. So, anyways, good luck with editing stuff...hope this all was helpful. Sorry for the misunderstandings. P.S. as I mentioned in my post, dark helm is script # 30293
     
  7. Darkform

    Darkform New Member

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    you might be right about Fatigue and I see how I get 6 HP now.
    I'm using AWIP 4.0 and it has the 385//Machined Plate effect.mess in it so that confused me.

    thanks for the help.

    I cut my effect.mes in fourths used Machined Plate as a guide and made script for Meca Suit.

    end effect is: st +4,cn +4,carry +10000,maxhps +28%,reaction -20,maxfatigue +28%,resistmagic +40. I wanted less cn like 1 or 2 but with it layered I got to stick with 4 because I want 4 st and the script will layer it 4 times. if there is gameplay or balanceing issues from here it can be edited in effect.mes

    thank you agin and now I will test it.
     
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