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![]() Quote:
Here are some things to consider with respect to what you changed (there is more than one way to implement changes, some better than others). It would be best to keep Black Dragons as level 5 since you'll open them up to a great many spells that affect units only up to level 4. Also, changing them from "magic_immunitet" is also fraught with issues (as now all spells can affect them). What you could do, instead, is find the Resurrection Spell in SPELLS.TXT (from AP): Code:
spell_resurrection { category=s profit=4 price=12000 image=book_spell_resurrection.png button_image=book_scroll_resurrection.png label=SN_resurrection attack=scripted school=1 hint_config=object_spell hint=spell_resurrection_hint hint_header=spell_resurrection_header scripted { always_hint=1 log_label=null warning=warning_resurrect script_attack=spell_resurrection_attack script_calccells=calccells_all_need_resurrect_ally attack_cursor=magicstick ad_factor=0 // use attack/defense nfeatures=magic_immunitet,undead,plant,golem,pawn,boss,mech } params { duration=0 rephits=200 // ñêîëüêî ëå÷èò lev_ref=100 // íà ñêîëüêî % ïîâûøàåòñÿ ñ óðîâíåì level=2,3,4 } levels { // level = mana_cost, crystals_cost to upgrade from previous level 1=10,10 2=20,15 3=30,25 } } This is the trick of modding: know what is where. I learned how to mod simply by using a good grep tool and searching for stuff in the game files. I also used the forums but I did a lot of advanced stuff in my HOMM3 Babies mod that no one could help me with (so feel free to ask me questions). So for example, since you found BLACKDRAGON.ATOM, you could search for all the files that contain magic_immunitet and you'd find that it is referenced in quite a few files. So I encourage you to do that. Also search on my posts - I have a tutorial here and there. [QUOTE=rikkaidd;509077]I would like to find a forum with good tutorials../QUOTE] Check out this post: http://forum.1cpublishing.eu/showpos...92&postcount=1 and this topic: http://forum.1cpublishing.eu/showthread.php?t=28258 Quote:
![]() Yes - great insight! Note that {ushop} defines the units available at that shop (or really the unit choices). Now here's how it works: Quote:
Unit choice #1: Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {} {A}{units} = {priest,500:5:2000,priest2,500:5:2000} {A}{level} = {} {A}{kolvo} = {} {U}{prob} = {10} } } } Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {} {A}{units} = {paladin,200:500} {A}{level} = {} {A}{kolvo} = {} {U}{prob} = {10} } } } You'll note that there are races, units, level, kolvo, and prob sections under each unit. With this you have great flexibility in adding all kinds of unit possibilities to a shop that can be quite random from game to game. The syntax, is very similar to what you'll see in ITEMS.TXT under the army choice for items that you fight to upgrade or pacify. Let's go through each one:
So let's breakdown what unit choice #1 means: There is a 10 out of 10 chance that unit slot #1 in the shop will sell either 500 to 2000 Priests in 5 unit increments or 500 to 2000 Inquisitors in 5 unit increments. So one game you could have 785 Priests and in another 1555 Inquisitors. Does this make sense? What about unit choice #2: There is a 10 out of 10 chance that the shop will sell 200 to 500 Paladins in 1 unit increments. So one game you could have 204 Paladins and another 497 in unit slot #2. It is important to note that *both* unit slots in the shop are filled every game with these choices. Does this make sense? Say you want a shop to sell 100 to 150 level 1-2 Elven troops in 2 unit increments - how would you specify it? Here is the answer: Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {elf} {A}{units} = {} {A}{level} = {1:2} {A}{kolvo} = {100:2:150} {U}{prob} = {10} } } } What do you think this means? Code:
{Y}{ushop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 2 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {} {A}{units} = {archer,500:50:1000,skeleton,500:50:1000} {A}{level} = {} {A}{kolvo} = {} {U}{prob} = {10} } } } {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{units}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 3 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {} {A}{units} = {vampire,50:300,vampire2,50:300} {A}{level} = {} {A}{kolvo} = {} {U}{prob} = {10} } {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {} {A}{units} = {} {A}{level} = {} {A}{kolvo} = {} {U}{prob} = {3} } {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 5 elements { {A}{races} = {undead} {A}{units} = {} {A}{level} = {1:3} {A}{kolvo} = {90:300} {U}{prob} = {10} } } } } Once again, the stuff you see in the LOC files are your templates, you can simply copy what you find to another shop location and change it to the way you want it. Not necessarily, box could just be referencing an item - you need to look at the context in which it is used. In the example you present, it is an item or spell being sold in a shop. Yes, or let's say a potential army on the map. Note that the syntax here is identical to that in ITEMS.TXT. Okay, now for items and spells - first items: Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 3 elements { {Y}{itms}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 1 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 2 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {skeleton_grave/30:60} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 2 elements { {Y}{25}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {vampire_grave/10:25} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } {Y}{75}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 2 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {*} {A}{ir_level} = {*} {A}{ir_race} = {undead} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } } Here is section (for potential item) #1: Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 2 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {skeleton_grave/30:60} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } You should now be able to determine that item slot #2 has a 100% chance of providing either: 1) 10 to 25 Vampire Graves with a 25% (note the {Y}{25}) chance or 2) nothing with a 75% (note the {Y}{75}) chance. Note that there is one critical difference between how ranges are specified in {ushop} versus {itms}: ITEM_NAME/RANGE. Note that ITEM_NAME must be in ITEMS.TXT (or one of the included files) and that you need to use a "/" instead of a "," to separate the name of the item from its range. This can bite you (I've been bitten!) if you're not careful (and of course the game crashes if you mess up). Lastly, item slot #3 has a 50% chance of providing an Undead item of any type or level: Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 2 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {*} {A}{ir_level} = {*} {A}{ir_race} = {undead} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } Code:
{Y}{spls}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 2 elements { {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {1} {A}{sr_level} = {*} {A}{sr_count} = {2:5} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } {Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 2 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {1/2} {A}{sr_level} = {*} {A}{sr_count} = {2:5} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } {Y}{3}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {} {A}{sr_level} = {} {A}{sr_count} = {} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } } Code:
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 9 elements { {A}{cont} = {} {A}{upds} = {} {A}{digi} = {} {U}{flgs} = {0} {Y}{choice}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements { {Y}{10}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 25 elements { {A}{atom} = {} {A}{script} = {} {U}{cmc} = {0} {A}{bp0} = {} {A}{bp1} = {} {A}{bp2} = {} {A}{bp3} = {} {A}{bp4} = {} {A}{bp5} = {} {A}{bp6} = {} {A}{bp7} = {} {A}{bp8} = {} {A}{bp9} = {} {A}{bp10} = {} {A}{bp11} = {} {A}{bp12} = {} {A}{bp13} = {} {A}{items} = {} {A}{ir_type} = {} {A}{ir_level} = {} {A}{ir_race} = {} {A}{sr_school} = {1} {A}{sr_level} = {*} {A}{sr_count} = {2:5} {Y}{bshop}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{1} // 0 elements { } } } {U}{chance} = {100} {U}{uid} = {0} {U}{wuid} = {0} {A}{class} = {box} } There is a 100% chance of selling 2 to 5 (the number is specified in {sr_count}) Distortion school (under {sr_school}) scrolls (0 = Order, 1 = Distortion, 2 = Chaos) of any spell (note "*" under {sr_level}) for spell slot #1. For spell slot #2 there is a 10 out of 13 chance to sell either 2 to 5 Distortion or Chaos school (note that a "/" separates school choices under {sr_school}) spells of any kind. Once again find an {itms} or {spls} section in the LOC file and use it as your template. To determine what bp0 through bp13 mean, you'll need to go to the quest rewards files (*.QST - decompile one of those (its number matches its *.LNG - NUMBER.QST and then a corresponding ENG_QUEST_NUMBER.LNG (note that NUMBER is 0 padded if it is less than 10 digits))) and then go look at the reward in the game to decipher what {bp0} through {bp13} mean (there may also be an LUA function that deciphers them, but I don't know it offhand - someone might have posted them, too). They are things like runes, or gold, etc. This is plenty of info to get you into trouble as now I've made you dangerous! ![]() Remember to always work with backups, make one change and then try it out (the bummer is that you have to restart so pick a location that is easy to check out (can be reached very quickly in a new game) so that you can do some trial and error and see if your change works). Note if you implement a lot of changes simultaneously and the game crashes you'll either have to remove everything and add it in one at a time or use a binary technique where you add half your changes until it crashes to find where your error is. Feel free to ask more questions after you've had a chance to digest this information - note I don't know everything in these files, but I know how to copy and paste things and then change them. Note that you'll need the editor if you want to add new locations to a map as the information in the LOC file needs to be linked to the map (through the ID's, etc. listed in the other sections of that location). Good luck! /C\/C\ |
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