Author Topic: Modding equipment/Adding monsters from other gold box games/Raising level limits  (Read 4851 times)

Offline ProphetSword

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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).
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Offline hans

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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.

Offline ProphetSword

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Just throwing out possible causes.  Maybe if we throw enough around, we'll find the one that matches.
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Offline OutoftheBlue

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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.

Offline Platinum Bearer

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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?
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Offline Nol Drek

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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.
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Offline Platinum Bearer

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Kay. It's handy having the default values there anyway, I just wondered.
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Offline Platinum Bearer

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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.
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Offline hans

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...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.     
« Last Edit: September 24, 2015, 10:13:50 AM by hans »

Offline Platinum Bearer

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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.
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Offline hans

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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   :)

Offline Platinum Bearer

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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.
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Offline hans

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...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.

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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.
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Offline hans

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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!)   :)