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FAQ's and Help => FAQs => Topic started by: Platinum Bearer on September 10, 2015, 04:16:28 AM

Title: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 10, 2015, 04:16:28 AM
Sorry if these have been asked before.

How simple would it be to remove the level limits based on race and stats (never understood that, especially race)?

Is it possible to import sprites and stats from other gold box games, like adding the Zhentil/Zhentrim fighters/clerics/mages from CotAB for example?

How simple would it be to add or modify weapons? I’ve never got why there’s no heavy crossbow.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Ishad Nha on September 10, 2015, 07:22:16 AM
"How simple would it be to remove the level limits based on race and stats (never understood that, especially race)?"
You would need to find where they occur in the program of the given game. You could use the information about FRUA to know what your are looking for. See Hackdocs.txt in the Hackdocs.zip:
http://frua.rosedragon.org/pc/uashell/hackdocs.zip
(Note: the limits are mainstream Second Edition AD&D rules.)

"Is it possible to import sprites and stats from other gold box games, like adding the Zhentil/Zhentrim fighters/clerics/mages from CotAB for example?"
"How simple would it be to add or modify weapons? I’ve never got why there’s no heavy crossbow."
You would need a program for that, there are quite a few for FRUA, I don't know about the earlier Gold Box games.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 10, 2015, 09:14:40 AM
Thanks again. I'm not so bothered about the weapons and sprites. Modding the weapons to add a few things like the flame tongue, dragon slayer and frost brand swords from CotAB would be nice though. The sprites thing is really just nostalgia, I can just rename the standard frua sprites and change their equipment and stats like I've done so far but I'd like to see the old Zhentil troop sprites.

The level limits are a real pain though. It wasn't so bad in CotAB where the upper limits for everyone weren't too high, 10 for clerics, 12 for thieves and 11 for the others, so it didn't matter too much that the non-humans were limited but when they can go up to level 18 and all races are heavily restricted (the highest is level 11 for elf mages) in all classes apart from thieves it makes non-humans far too weak. Why are dwarf fighters limited to level 9 for example? Are you sure those limits are mainstream rules? I remember in the CotAB manual it said something about those limits being specifically for that game and usually unrestricted.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: ProphetSword on September 10, 2015, 09:17:07 AM
Thanks again. I'm not so bothered about the weapons and sprites. Modding the weapons to add a few things like the flame tongue, dragon slayer and frost brand swords from CotAB would be nice though. The sprites thing is really just nostalgia, I can just rename the standard frua sprites and change their equipment and stats like I've done so far but I'd like to see the old Zhentil troop sprites.

Are you talking about sprites or combat icons?

Both can be changed with FRUA without the use of hacks.  There's an assortment of artwork available.  Just check here to get an idea:  http://frua.corhub.com/
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 10, 2015, 09:28:42 AM
Ah, cheers. :)
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Null Null on September 10, 2015, 10:43:56 AM
There's no code for a 'flametongue' or 'frost brand' to do a few extra points of damage to selected monsters.

With just a text editor:

*Change the 'long sword vs giants' to 'long sword draconslayer'. Then set all the dragons to be 'True Giants' (and the giants not to be). Ta-daa, instant long sword vs giants!

Zhentrim and Zhentil sprites should be available in one or the other artpack. If not, you can run Gold Box Explorer and capture the icons, then stick them in.

With BUGFIX.DSN:

Give the Zhentrim Mages Minor Globe of Invulnerability, Invisibility, and Protection from Normal Missiles as a precast ability.

An all-EGA hack was recently released.

Also, as a nitpick, maximum levels are 40, not 18, for humans. I believe level limits can be changed using FRUA98 or RC_EDIT.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Nol Drek on September 10, 2015, 08:15:10 PM
How simple would it be to remove the level limits based on race and stats (never understood that, especially race)?

Very simple.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Ishad Nha on September 10, 2015, 10:58:59 PM
To properly import creatures from other Gold Box games you need to know their exact properties, which would involve decrypting the game files concerned. This is done for CAB at least.

For graphics, check out sites like:
http://www.corhub.com/
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 11, 2015, 04:02:00 AM
Change the 'long sword vs giants' to 'long sword draconslayer'. Then set all the dragons to be 'True Giants' (and the giants not to be). Ta-daa, instant long sword vs giants!
Won't that muck up the ranger's extra damage against giant class creatures ability though?

Speaking of which, does it literally mean rangers get that bonus vs some type of giant? Do ettins and ogres count? I think I remember it saying man sized giant class enemies so that can't be it.

Zhentrim and Zhentil sprites should be available in one or the other artpack. If not, you can run Gold Box Explorer and capture the icons, then stick them in.

With BUGFIX.DSN:

Give the Zhentrim Mages Minor Globe of Invulnerability, Invisibility, and Protection from Normal Missiles as a precast ability.

An all-EGA hack was recently released.
I really need to look in to all that. There's a lot more to it than I realised. I have no idea what you just said. :) Do the mages need those spells set like that or do you just mean it will make them less flimsy? Or do you mean that's how they were set up in CotAB?

Also, as a nitpick, maximum levels are 40, not 18, for humans. I believe level limits can be changed using FRUA98 or RC_EDIT.
40! Damn! And yet non-humans can't get past 11 at best except for thieves. Why?

How simple would it be to remove the level limits based on race and stats (never understood that, especially race)?

Very simple.
Good! 8)

To properly import creatures from other Gold Box games you need to know their exact properties, which would involve decrypting the game files concerned. This is done for CAB at least.

For graphics, check out sites like:
http://www.corhub.com/
I take it to put a monster in you have to replace an existing one so there's no master monster download that gives basically everything?
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: ProphetSword on September 11, 2015, 06:34:23 AM
40! Damn! And yet non-humans can't get past 11 at best except for thieves. Why?

The game works on the AD&D mechanics. For better or worse, that's how they operated.

I think it was mostly to keep multiclassed characters under control.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Null Null on September 11, 2015, 07:51:15 AM
Gary Gygax didn't like the nonhumans, who were mostly out of Tolkien; he was much more into Leiber and Howard.

As for the giants:

If you look into the monster editing, there's 'ranger giant class bonus' and 'true giant'. 'True giants' are affected by the long sword vs giants; 'ranger giant class bonus' monsters are affected by the Ranger class bonus. You make the dragons 'true giants', but not 'ranger giant class bonus'.

As for the precast spells on the Zhentrim Mages: yes, they had those. Ever wonder why your arrows and Fireballs didn't work?

Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 11, 2015, 10:01:32 AM
Ah that explains it. I didn't spot that there's two giant flags.

The non-humans got really screwed then. Restricting dwarf fighters and elf mages seems really wrong. Multi-class characters split their ex, even when they reach a limit so I don't think overpowering them is too much of a problem. I really like how that works, it's much better than the dual-class system I think. Maybe they should have a level limit based on how many classes they have. So double class restricted to level 9 in both, treble classes capped at six. I think that would work really nicely. I don't know how easy it would be to do though. I know there's more levels than 18 but I looks like those are the proper levels and it's just HPs after that.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: ProphetSword on September 11, 2015, 01:25:54 PM
The non-humans got really screwed then. Restricting dwarf fighters and elf mages seems really wrong.

It seems wrong in a computer game where you might go to 40th level, but at the game table with the AD&D rules, most campaigns didn't go past level 12, according to an article I recently read.  There were probably exceptions. 

As I mentioned above, for better or worse, it's just how AD&D handled the rules at the time.  Things have changed since then.  I would love to change FRUA or the Gold-Box games to emulate a modern system, like 5th Edition D&D, but it's just not going to happen.


Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Null Null on September 11, 2015, 03:32:06 PM
There was a more-or-less accurate 2nd ed hack, wasn't there?
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 14, 2015, 04:03:33 AM
Would limiting multi-class characters in the way I described so that their levels = 18 be doable or outside the scope of what can be changed?

I'm having a problem editing the monsters. I can change their spells, their abilities (no Minor Globe of Invulnerability btw, I didn't chack the others) and their equipment but I can't change their stats or hit points. I can change it in the editor and it remembers but doesn't have an effect. I tried altering the dex of one of the clerics to improve thier AC and nothing happened. Then I noticed that there's a base AC, thaco and damage dice page that should do the trick (makes me wonder what the point of monster stats is?) but that didn't work either. The main thing I want to change is hit points.

I like the idea about the dragon slayer sword and it could be done with the other two as well. I could make a frost brand sword and set the true giant flag for the efreeti and salamander for example, but you can only pick one.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Nol Drek on September 14, 2015, 07:29:56 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Null Null on September 14, 2015, 10:18:32 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 16, 2015, 03:59:27 AM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Null Null on September 16, 2015, 10:53:01 AM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Nol Drek on September 16, 2015, 07:51:19 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: OutoftheBlue on September 16, 2015, 08:38:37 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: marainein on September 17, 2015, 01:54:18 AM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 17, 2015, 04:15:42 AM
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
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Null Null on September 17, 2015, 09:57:08 AM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Nol Drek on September 17, 2015, 08:06:08 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: ProphetSword on September 18, 2015, 02:05:07 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Dorateen on September 18, 2015, 02:52:00 PM
I have been changing monster hit points with no problem, using GOG version of FRUA. Running on Windows 7.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: OutoftheBlue on September 18, 2015, 05:10:45 PM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 19, 2015, 03:40:18 AM
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.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Nol Drek on September 19, 2015, 11:11:03 AM
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?
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: ProphetSword on September 19, 2015, 11:21:06 AM
For those of you using DOSBox, how many of you are using D-Fend as your front end menu system; because, I'm wondering if it has anything to do with the problem (I'm not using it, as I am quite familiar with DOS, so I don't have any problem manipulating the command line).
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: hans on September 19, 2015, 03:40:08 PM
For those of you using DOSBox, how many of you are using D-Fend as your front end menu system; because, I'm wondering if it has anything to do with the problem (I'm not using it, as I am quite familiar with DOS, so I don't have any problem manipulating the command line).
 

I use D-Fend.  I've noticed no problems.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: ProphetSword on September 19, 2015, 06:20:00 PM
Just throwing out possible causes.  Maybe if we throw enough around, we'll find the one that matches.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: OutoftheBlue on September 19, 2015, 10:29:11 PM
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?

I tried it in the tutorial design (without SCRIPT.GLB) and it does show up as modified today, but there is still no change in kobold HPs.  BTW I am using DOSBOX 0.74.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 20, 2015, 06:39:54 AM
Yep, the script.glp worked. :) Thanks for that. There's new classes in that zip as well. Assassin, monk, bard and illusionist. I wasn't expecting that. I haven't tried those files yet. Why are there two colums for stats in the bug fix?
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Nol Drek on September 20, 2015, 10:23:20 AM
Why are there two colums for stats in the bug fix?

Because every monster has two sets of stats - raw and modified. The default editor only allows you to change the raw scores but the game engine uses the modified scores.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 21, 2015, 03:39:57 AM
Kay. It's handy having the default values there anyway, I just wondered.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 24, 2015, 09:30:25 AM
Few more questions if you don't mind.

After installing the bug fix I get a few pages at the end of the monster editor for spells. I noticed that one monster I made had the spells checked that I'd previously chosen the original way. Then I looked at another monster and the spells in its memory weren't chacked on those pages. Is there any difference between going to spells/learn and selecting them on the new pages?

I'd like the throwing weapons to be the same as CotAB, so spears and hand axes can be thrown but daggers can't. It would also be really handy if monsters only throw their weapon if they have another one to use. Is this a simple thing to do and what would I need to download?

I tried to copy the monster file for an enemy over to an npc so that they can be either (you can't select npcs as enemies) and it coppied the stats but not the icon. I noticed that pic files in other modules change the icons but I couldn't find the standard ones so I'm guessing they have to be extracted somehow? And is there a simple way to know which one's which?

What exactly constitutes a 'hacked' module? I'm guessing anything that using an editor outside of the standard program, but I read the documents for a module that listed monster stat changes under hacks.

Cheers.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: hans on September 24, 2015, 10:10:53 AM
...What exactly constitutes a 'hacked' module? I'm guessing anything that using an editor outside of the standard program, but I read the documents for a module that listed monster stat changes under hacks.
 

I can field that last question.   :)

There's a standard text file form that authors can (and are encouraged to) use with their mod releases, called the New Module Submittal Form (http://frua.rosedragon.org/mod-info.txt).  In it, there are two lists, one called "*ART INFO*" which cover the art types that can changed using UA's default editors, these are "New Icons, New Pics, New BigPics, New Maps and New Sprites."  The author can use this list to tell potential players what new art of these types they can expect if they play the author's mod. 

After the standard "*ART INFO*" there is another list entitled "*HACK INFO*."  These list those things which cannot be changed with UA's default editors, but can be with outside hack programs.  These things include: 

New Character Icons       
New Backdrops       
New Wall Art       
New Dungeon Combat Art 
New Wilderness Combat Art
New Combat Sprites       
New Frame Art           
New Always Icons       
New Title Art           
New Font               
New Items                 
New CKIT Edits       
New Music             
New Sound Effects. 

By definition, a hacked design includes one or more of the above list.     
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 24, 2015, 12:44:20 PM
Hmm, so copying an existing combat icon to change an npc combat icon so that they can act as a monster as well would make it a hacked module and not available to those people like me who haven't looked into figuring out how to use the shell program.

Thanks for the list.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: hans on September 24, 2015, 02:24:48 PM
Hmm, so copying an existing combat icon to change an npc combat icon so that they can act as a monster as well would make it a hacked module and not available to those people like me who haven't looked into figuring out how to use the shell program.
 

No, since NPC combat icons can be changed using the default UA internal editor, it would not be considered a hack.  That type of new art would fall under *Art Info*'s "New Icons" and not one of the *Hack Info* categories. 

The list is really the standard in understanding what constitutes "hacked" or "unhacked," as opposed even to what outside programs or techniques have been used to change different game elements.  For example, Dan Autery's terrific TOOLBOX program can create "drop-in" *.tlbs which can replace such art elements as Backdrops or Wallsets, etc., without the need of Applying those changes through UAShell.  Yet, even tho UAShell may not be necessary to play a mod with a "drop-in" *tlb, it would still be considered "hacked" because of the category of art type that has been changed. 

Thanks for the list.
 

You're welcome   :)
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 25, 2015, 04:44:40 AM
No, since NPC combat icons can be changed using the default UA internal editor, it would not be considered a hack.  That type of new art would fall under *Art Info*'s "New Icons" and not one of the *Hack Info* categories.
Really? ??? I missed that. In the monster editor?

The list is really the standard in understanding what constitutes "hacked" or "unhacked," as opposed even to what outside programs or techniques have been used to change different game elements.  For example, Dan Autery's terrific TOOLBOX program can create "drop-in" *.tlbs which can replace such art elements as Backdrops or Wallsets, etc., without the need of Applying those changes through UAShell.  Yet, even tho UAShell may not be necessary to play a mod with a "drop-in" *tlb, it would still be considered "hacked" because of the category of art type that has been changed.
Ah that's what was throwing me, there's a difference between hacked and UAShell required. I'll try that program.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: hans on September 25, 2015, 10:22:59 AM
...In the monster editor?
 

No, you can change an NPC combat icon (or any Monster icon) by going to the "Art Gallery" then "Combat Icon" and "Import" a new icon over a chosen slot.  Of course, you need to have an available *pcx or *lbm version of the icon (in the correct size you want, and using the correct Icons palette) in your Art folder.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 26, 2015, 07:14:02 AM
Right okay, and if I want to use an existing standard combat icon for someone else so that they can be both an npc and a monster there's no way to point to the right icon so I have to make a copy it then.

So how do I extract the icon I need? I'm not at home right now but I had a look through the folders before and couldn't see the combat icon pic files, maybe I missed them.
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: hans on September 26, 2015, 10:15:29 AM
Right okay, and if I want to use an existing standard combat icon for someone else so that they can be both an npc and a monster there's no way to point to the right icon so I have to make a copy it then.

So how do I extract the icon I need? I'm not at home right now but I had a look through the folders before and couldn't see the combat icon pic files, maybe I missed them.
 

I usually use Dan Autery's wonderful SHOW program (although these days I have to run it through DosBox because of incompatibility with Windows eight).  It allows you to scan most sorts of art files, including *.tlbs, and make a copy, if you want, in pcx format.

If there's a piece of default art that I want a quick pcx of, say a monster combat icon, I would use SHOW to go to UA's Disk 2 (or Default.dsn, if I had UAShell installed), and click on Cpic.tlb (which holds all the default Monster and NPC combat icons).  I would scan to the one I wanted and then use the command to make a copy (which creates a pcx file that I could then put into UA's Art folder and then Import it through UA's internal editor over the combat icon I wanted replaced). 

If I saw a cool combat icon in somebody else's mod that I was playing, I could use SHOW to scan (slideshow) the Cpic tlb files in their design folder (*.dsn) until I found the one I wanted and make a copy. 

I also use SHOW to quickly scan art packs that have been Uploaded to the UA File Archive.  It is an invaluable tool for FRUArtists.  (Thank you, Dan Autery!)   :)
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Sailent on September 26, 2015, 01:59:47 PM
As for the giants:

If you look into the monster editing, there's 'ranger giant class bonus' and 'true giant'. 'True giants' are affected by the long sword vs giants; 'ranger giant class bonus' monsters are affected by the Ranger class bonus. You make the dragons 'true giants', but not 'ranger giant class bonus'.

I always wondered, why the magical effect of a Dragonslayer Longsword reads 'giant slaying sword'!  ::)

BTW, do manuals (like, of bodily health) raise stats beyond the racial maximum?
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 27, 2015, 06:38:54 AM
I usually use Dan Autery's wonderful SHOW program (although these days I have to run it through DosBox because of incompatibility with Windows eight).  It allows you to scan most sorts of art files, including *.tlbs, and make a copy, if you want, in pcx format.

If there's a piece of default art that I want a quick pcx of, say a monster combat icon, I would use SHOW to go to UA's Disk 2 (or Default.dsn, if I had UAShell installed), and click on Cpic.tlb (which holds all the default Monster and NPC combat icons).  I would scan to the one I wanted and then use the command to make a copy (which creates a pcx file that I could then put into UA's Art folder and then Import it through UA's internal editor over the combat icon I wanted replaced). 

If I saw a cool combat icon in somebody else's mod that I was playing, I could use SHOW to scan (slideshow) the Cpic tlb files in their design folder (*.dsn) until I found the one I wanted and make a copy. 

I also use SHOW to quickly scan art packs that have been Uploaded to the UA File Archive.  It is an invaluable tool for FRUArtists.  (Thank you, Dan Autery!)   :)
Ah cheers. Still haven’t got round to trying that program.

I’ve done the first two chapters now, I just need to change those icons. I plan to add to it but not change anything that’s done so I’ll play test it today and tomorrow hopefully release it, properly this time. I’m happy with what’s done, it should be enjoyable to play. :)
Title: Re: Modding equipment/Adding monsters from other gold box games/Raising level limits
Post by: Platinum Bearer on September 28, 2015, 03:55:09 AM
Thanks for pointing me to Dan Audery’s program. It’s really handy. There’s a lot of nice pictures though and I’ve ended up changing a lot more than a couple of combat icons so I won’t be uploading the module today. Soon though, very soon. :)