Author Topic: Modding equipment/Adding monsters from other gold box games/Raising level limits  (Read 5554 times)

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2177
    • Nol Drek's Web Site
The main thing I want to change is hit points.

You can change the Hit Points of a monster in the editor.

If you want to change the ability scores (STR, INT, WIS, DEX, CON, CHA) then you need to use a character editor or use a hack to alter the STRG*.DAT SCRIPT.GLB file.
« Last Edit: September 16, 2015, 07:51:52 PM by Nol Drek »
"Into the Drachensgrab Mountains!"

http://www.noldrek.com

Offline Null Null

  • Maker of excessively difficult vanilla mods
  • Hero Member
  • *****
  • Posts: 567
I believe if you pinch the SCRIPT.GLB from the BUGFIX.DSN you can edit those things as intended. You can also give precast spells like Fire Shield--for example, the Blue Bane Minions' 'zap' ability.

Offline Platinum Bearer

  • Supreme Overlord Of Everything Cool
  • Full Member
  • ***
  • Posts: 145
  • Play Call Of Destiny! Tis Awesome! :)
    • Hyper Speed Martial Arts - My youtube channel
Ah, I have to do some file editing then. I haven't looked in to that yet. It's strange that the stats are listed in the monster editor but changing them has no effect. I checked the manual and the example it gave was giving a kobold more hit points.

Maybe the saved game files remember the monster HPs from before for some reason? I'm going to start a new game to test it again soon so I'll see if the HP changes work in that one.
Part one of Call Of Destiny:
https://www.mediafire.com/?fs3cfu7niuuqdwt

Wanna learn martial arts?
Check out my brand new channel with new and improved videos: https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming very soon.

Remember, true power comes from within.

Offline Null Null

  • Maker of excessively difficult vanilla mods
  • Hero Member
  • *****
  • Posts: 567
No, we had this problem back during XP when you could run FRUA straight from Windows. There are two sets of ability scores, and FRUA edits the wrong ones. If you want to avoid dealing with hacks, a workaround is to find another monster with the stats you want and copy them over, then edit everything else.

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2177
    • Nol Drek's Web Site
Maybe the saved game files remember the monster HPs from before for some reason? I'm going to start a new game to test it again soon so I'll see if the HP changes work in that one.

You don't need anything special to change a monster's HP. Any changes you make to a monster's HP will show up in the game as explained in the FRUA manual.

For example, if you alter the Kobold so that is has 8 HP instead of the default 3 HP, then all the Kobolds in your module will have 8 HP. When you edit the default Kobold, FRUA creates a file in your design folder named "MONST001.DAT" which stores that information.

Ability scores are handled differently. If you want to change a monster's Intelligence or Strength, then you need to have the file "SCRIPT.GLB" in your design directory (I've attached it below this message). SCRIPT.GLB allows you to change ability scores, add spells to a monster's spellbook, and to give them unusual special abilities such as "Fire Shield Zap".

SCRIPT.GLB is part of the bugfix package:
http://frua.rosedragon.org/pc/uashell/bugfix1.txt
http://frua.rosedragon.org/pc/uashell/bugfix1.zip

If your design uses bugfix, then the monster editor has 2 columns for each ability score as shown below.
"Into the Drachensgrab Mountains!"

http://www.noldrek.com

Offline OutoftheBlue

  • Newbie
  • *
  • Posts: 17
Maybe the saved game files remember the monster HPs from before for some reason? I'm going to start a new game to test it again soon so I'll see if the HP changes work in that one.

I was having problems changing monster hps too, after I copied "Script.glb" into my design directory I was able to change monster hits and stats.  Thanks Nol!

40! Damn! And yet non-humans can't get past 11 at best except for thieves. Why?

Non-humans get racial advantages: elves get +1 to hit with some one handed swords and bows, 90% resistance to sleep/charm, immunity to ghoul paralyzation; dwarves get saving throw bonuses and defensive bonuses vs some monsters, so I guess they used level limits to balance this out.  I personally would rather had no level cap and either had disadvantages that go along with racial advantages or give them xp penalties.

Offline marainein

  • Sr. Member
  • ****
  • Posts: 372
Indeed - level caps don't "balance" the game, they just ensure that the game is unbalanced both at low levels (in favor of demihumans), and at high levels (against them). And I don't think most tabletop campaigns ever got up to a level where level caps mattered, so it was pointless anyway.

Offline Platinum Bearer

  • Supreme Overlord Of Everything Cool
  • Full Member
  • ***
  • Posts: 145
  • Play Call Of Destiny! Tis Awesome! :)
    • Hyper Speed Martial Arts - My youtube channel
Ah. :) I didn't have the bug fix and I'm using xp. Cheers guys.

Indeed - level caps don't "balance" the game, they just ensure that the game is unbalanced both at low levels (in favor of demihumans), and at high levels (against them). And I don't think most tabletop campaigns ever got up to a level where level caps mattered, so it was pointless anyway.
I think my 18+, 9/9, 6/6/6 idea would work quite well if it can be done. If not I'll just get rid of the limits. I'd like to add an elf ranger, elf and half-elf multi classes that replace fighter with ranger, dwarf cleric, cleric/fighter, dwarf and half-elf cleric/thief, cleric/fighter/thief and gnome cleric, mage, cleric/mage, cleric/fighter, cleric/fighter/mage, mage/thief, cleric/thief, cleric/fighter/thief and maybe even cleric/fighter/mage/thief for half-elves and gnomes. ;D
Part one of Call Of Destiny:
https://www.mediafire.com/?fs3cfu7niuuqdwt

Wanna learn martial arts?
Check out my brand new channel with new and improved videos: https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming very soon.

Remember, true power comes from within.

Offline Null Null

  • Maker of excessively difficult vanilla mods
  • Hero Member
  • *****
  • Posts: 567
Just set all the limits to 40. A good way to double-check is to create characters with 5000000 XP and see what level they are.

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2177
    • Nol Drek's Web Site
Does anyone know why some people aren't able to change a monster's Hit Points?

More than one person has stated they were unable to alter Hit Points in the editor. Is this an issue that is particular to Windows 10? Is it the GOG version that causes the problem?

For the record, I have been able to change monster Hit Points using plain Vanilla FRUA with Windows XP, Vista Windows 7, and Windows 8.1. The SCRIPT.GLB file shouldn't be necessary.
"Into the Drachensgrab Mountains!"

http://www.noldrek.com

Offline ProphetSword

  • Mod Designer
  • Administrator
  • Hero Member
  • *****
  • Posts: 2899
  • FRUA Lives!
    • Lands of Adventure
I am able to change hit points on monsters just fine.  I just finished testing a combat where I did exactly that.  Running Windows 10 and accessing FRUA via DOSBox.  (I assume we're talking about changing the hit points within the game itself and not via an outside editor).  I do not have bugfix installed either...just using the EGA hack you created via UAShell, and some hacks from the Realm series of games.

So, it could be something in the GOG version.
LANDS OF ADVENTURE: An Old-School Style CRPG

More Information Here: http://landsadventure.blogspot.com/

Offline Dorateen

  • Sr. Member
  • ****
  • Posts: 268
I have been changing monster hit points with no problem, using GOG version of FRUA. Running on Windows 7.
"The curse is time, and the tragedy that we have not enough of it."
~Charlotte, the Village Elder
Hearkenwold

Offline OutoftheBlue

  • Newbie
  • *
  • Posts: 17
I am one of those who was not able to change monster hps.  I could change the value in the box, but in actual game play it would have the default value.  I am running windows 7 and I did not get FRUA from GOG.  I did not notice this problem until after I started using UAShell.  I tried deleting FRUA and UAShell and reinstalling them and I still had the same problem.  After copying Script.glb into the design directory this problem went away.

Offline Platinum Bearer

  • Supreme Overlord Of Everything Cool
  • Full Member
  • ***
  • Posts: 145
  • Play Call Of Destiny! Tis Awesome! :)
    • Hyper Speed Martial Arts - My youtube channel
I am one of those who was not able to change monster hps.  I could change the value in the box, but in actual game play it would have the default value.  I am running windows 7 and I did not get FRUA from GOG.  I did not notice this problem until after I started using UAShell.  I tried deleting FRUA and UAShell and reinstalling them and I still had the same problem.  After copying Script.glb into the design directory this problem went away.
Same. I can change the value but it doesn't change in game. Same for the base AC and I assume base thaco. I haven't tried the script.glp yet, I've been distracted with testing other things.
Part one of Call Of Destiny:
https://www.mediafire.com/?fs3cfu7niuuqdwt

Wanna learn martial arts?
Check out my brand new channel with new and improved videos: https://www.youtube.com/channel/UCHf7lqNU1J2cCmm4BtZC1XA
Tutorials coming very soon.

Remember, true power comes from within.

Offline Nol Drek

  • Dungeon Craft Tester
  • Hero Member
  • ***
  • Posts: 2177
    • Nol Drek's Web Site
I am one of those who was not able to change monster hps.  I could change the value in the box, but in actual game play it would have the default value.

If you edit the Hit Points for a Kobold and then look at the properties of the file "MONST001.DAT" in your design directory, does it show that the file was modified today?
"Into the Drachensgrab Mountains!"

http://www.noldrek.com