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Crafter Script hacks


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Here are some generalized tactics for altering scripts to make crafters more friendly. I will use, as a general example, Gorp in Exodus. These same types of changes will have similar effects at any crafter, FYI. I will bold sections of interest that will/should be edited.

 

Ok, here is an unaltered part of this crafting script:

 

begintalknode 77;

state = 75;

nextstate = -1;

condition = num_of_item(296) > 0 && num_of_item(295) > 0 && coins_amount() >= 200;

question = "Make a shortsword. (Give 1 fine steel, 1 focusing crystal, and 200 coins.)";

text1 = "Gorp takes the materials, inspects them, and nods approvingly. _Good. Good. Now I make thing._";

text2 = "Gorp gets to work, heating up the steel and nimbly smashing it into shape. What he lacks in training, he makes up for in raw strength. You back up to keep the waves of intense heat coming off the anvil from searing you.";

text3 = "Soon he is done. He cools off the blade in a barrel of water and hands it to you. _Good thing. Gorp do good._";

action = REUSABLE;

code =

take_num_of_item(296,1);

take_num_of_item(295,1);

change_coins(-200);

reward_give(65);

break;

 

Ok, this is the part in the conversation where you ask for a shortsword, Gorp takes your materials, and you are given the sword.

 

Look at the first part I bolded...the condition line. The function of the condition line essentially means that this text option only appears if your party meets the proper conditions...in this case the correct materials needed to make this item. Since it is always better to see all the options available...even if you don't have sufficient materials, I always DELETE the condition line. That is step #1.

 

Now look at the next few bolded lines...the "Code =" lines. This basically could also be called the action line. This tells the game what to do specifically. Here you can see the script saying to take items from you, take some gold, and reward you with an item #. Delete both take lines, and the coin lines, so that all that is left is the reward line. This is step #2.

 

What you are left with should look like this:

 

begintalknode 77;

state = 75;

nextstate = -1;

question = "Make a shortsword. (Give 1 fine steel, 1 focusing crystal, and 200 coins.)";

text1 = "Gorp takes the materials, inspects them, and nods approvingly. _Good. Good. Now I make thing._";

text2 = "Gorp gets to work, heating up the steel and nimbly smashing it into shape. What he lacks in training, he makes up for in raw strength. You back up to keep the waves of intense heat coming off the anvil from searing you.";

text3 = "Soon he is done. He cools off the blade in a barrel of water and hands it to you. _Good thing. Gorp do good._";

action = REUSABLE;

code =

reward_give(65);

break;

 

Now you are just given this item for FREE, no materials needed, no money needed. You will need to perform these same edits to each "Talk Node" ala "begintalknode" for each item that is possible to craft (they each have seperate talk nodes that is).

 

Now, if you want to push the script cheat further there are more available options for you. I will just present altered code = lines to shorten my examples.

 

This:

code =

change_coins(30000);

reward_give(65);

break;

 

would give you the item AND 30,000 gold.

 

This:

code =

change_coins(30000);

reward_give(77);

break;

 

would give you an Oozing Sword, AND 30,000 gold.

 

This:

code =

change_coins(30000);

reward_give(81);

break;

 

would give you a radiant soulblade and the $$$.

 

Etc...

 

Just change the # in (x) on the reward_give line to the begindefineitem # from the av5itemschars.txt file.

 

Now, many of you may be thinking...wow! this is some major cheating, and you are right, it is. BUT, there is an obvious other issue at work here. Anyone who cared to take time to script a much much more advanced, and involved crafting system could do so. If you alter the conditions line, instead of deleting it, you could change what the crafter is looking for to make more advanced items. Lets say you changed a condition line to needing a blessed breastplate, emeralds, focusing crystals, and fine steel as the condition to be offered an Emerald Breastplate then there could be an advanced level of crafting added to the game.

 

Take this info and do what you will with it. Enjoy.

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I must say, I am quite disappointed at the above three responses. At best they seem dismissive; at worst they seem to be making some negative judgment about modding.

 

First I would like to ask...if you have nothing constructive to add to this topic, and only wish to poo poo the mere idea of modding, please don't bother to leave a comment. It adds nothing useful to the conversation, and only servers to derail this as a useful thread.

 

My next observation about the above three responses is that they seem to completely overlook the potentially wonderful applications of modding. The entire point of this thread was supposed to show how to go about modding certain aspects of the game with a fair amount of ease. Granted, the example I chose to post would amount to no more than a mere cheat, but that does not render the methods used, nor their potential outcome, necessarily cheats. If anyone were to bother reading the entire post you would notice the end of it, which hints at the possibility of creating a much more sophisticated crafting system that enhances game play. Indeed, many aspects of the game could be expanded by modding the scripts.

 

I have been taken somewhat aback by the prevailing anti-modding attitudes here on the Spiderweb forums. Every other game I have ever played, and that is many, that could be easily modded have been; enthusiastically, and copiously. Why are most players here so against a little script exploration? <---rhetorical question; if you want to answer, start a new thread please.

 

Just to expand on my point a little bit...with script modding:

 

-You can add new quests.

-You can create new items

-You can create new spells

-You can create a much better crafting system

 

And, if someone with much better programming skills than I -which are nearly nil- it may be possible to:

 

-Create new maps

-Create new towns

-Create new monsters

-Create new graphics

-Create new skills/attributes

-Add enormously to this game we love

-Etc...

 

I just wanted to try to open up people's eyes to what IS possible.

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Quote:
Originally written by Sappho:
tl;dr
We know that already. We're just saying that script editing(modding if you want it... :rolleyes: ) removes the essence of the game. We don't play the game to edit it. We play it because we play it.
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Quote:
Originally written by Azuma:
Quote:
Originally written by Sappho:
tl;dr
We know that already. We're just saying that script editing(modding if you want it... :rolleyes: ) removes the essence of the game. We don't play the game to edit it. We play it because we play it.
Do you bother to read posts before replying? Based on most of your forum comments it seems you do not.
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Well, if this sort of "modding" is what you're after, here's one for you all.

 

Open up z17Tblackcrdlg.txt. Go to line 131 (ends with "Duty calls."). After that line, insert the line:

Code:
        action = SET_SDF 123 14 1;
Start a new game and click on the portal. Consider this the reductio ad absurdum version of the "mods" posted here. If you really want to go down the path of making your own content, get a copy of Blades of Avernum and make something new.
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First I would like to ask...if you have nothing constructive to add to this topic, and only wish to poo poo the mere idea of modding, please don't bother to leave a comment. It adds nothing useful to the conversation, and only servers to derail this as a useful thread.
You may ask, but I decline your request of enforcement here. Criticism of script editing is just as valid as posting how to do it. If that disappoints you, I apologize. Their right to post is as much as yours so long as they do not violate the Code of Conduct.

All I said was that if script editing is possible and if one enjoys it, go ahead, but any losses in terms of challenge/gameplay are the fault of the person doing the editing.

Quote:
My next observation about the above three responses is that they seem to completely overlook the potentially wonderful applications of modding. The entire point of this thread was supposed to show how to go about modding certain aspects of the game with a fair amount of ease. Granted, the example I chose to post would amount to no more than a mere cheat, but that does not render the methods used, nor their potential outcome, necessarily cheats. If anyone were to bother reading the entire post you would notice the end of it, which hints at the possibility of creating a much more sophisticated crafting system that enhances game play. Indeed, many aspects of the game could be expanded by modding the scripts.
I'm quite aware of the power of script editing, I've made several BoX scenarios, as have many others. Speaking of which, we have two powerful tools called Blades of Exile and Blades of Avernum that will allow you to write scenarios to your heart's content. I suggest checking them out.

Anyway, I think most people are aware at what you are "hinting" at. To most people who have been around here a while, it is sort of obvious. Not trying to be dismissive or offensive, but you are telling us things most of us already know and have known for years. I'll discuss in detail what is and is not practical below.

Quote:
I have been taken somewhat aback by the prevailing anti-modding attitudes here on the Spiderweb forums. Every other game I have ever played, and that is many, that could be easily modded have been; enthusiastically, and copiously. Why are most players here so against a little script exploration? <---rhetorical question; if you want to answer, start a new thread please.
I think I will reply here as it is relevant. I'll give a quick breakdown:

1) I don't think anyone is against script editing in general. Although it is a fine line to tread. There is this license thing that you implicitly agreed to when you install the software. Technically these sorts of things violate the license. Jeff, to date, has been okay with these things. However, some care should be taken here.
2) I agree that there are things that could be improved, as with anything. However, what you posted here would make the game "easier", but not necessarily "better". I think people are more dismissive of the former, but not the latter.
3) Part of it stems from the availability of BoX, as discussed above. So I think there is a lot of, been there, done that, syndrome.

Quote:

Just to expand on my point a little bit...with script modding:

-You can add new quests.
-You can create new items
-You can create new spells
-You can create a much better crafting system

And, if someone with much better programming skills than I -which are nearly nil- it may be possible to:

-Create new maps
-Create new towns
-Create new monsters
-Create new graphics
-Create new skills/attributes
-Add enormously to this game we love
-Etc...

I just wanted to try to open up people's eyes to what IS possible.
You're going to "open [our] eyes"? You underestimate us. :-P

There are some things in the binary itself, no amount of coding skill will be able to edit those. Within the scripts, you have limited powers.

You can potentially create new items and improve the crafting system. New graphics is fairly easy. New monsters are partially possible, but they would have to replace an existing class of monsters. The same with spells, although you are a bit more limited there.

New quests, maps, towns, and skills are out because they are in the binary.

Hope this helps!
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I think part of the reason for the lackluster response is that most of those people who would actually be interested in having this information already know how to script from BoA, so you haven't really told us anything that we don't already know.

 

That said, posting mods and cheats has a long and good history on these boards, so lighten up, guys. The fact that this particular cheat is not terribly exciting is not a good reason to post about your general distaste for cheating. If you don't like it, don't do it, and shut up.

 

EDIT: Yeah, what Stareye said.

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What might be interesting is mods that increase the challenge of the game. Removal of a skill, or a spell. A change in a golem's resistance or the rewards or conditions for a quest. Make things available for nothing is not a valuable addition to the A5 gaming experience, imho.

 

Perhaps if you swapped out all spell-access rewards with meat only, or weapons only. Or made all the shops cost more. I've only played through once, so it hasn't worn out yet. But if it does, the first trick I will try is to go 100% ranged weapons. And, like was mentioned, buy BoA. It's only $15 when purchased with another Spiderweb game.

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It should be possible to edit av5objsmsic to get some interesting difficulty/balance adjustments. Be careful with this because the things in here often affect both PCs and monsters.

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