Modding with the world builder

Discussion in 'General Modification' started by Lightsfantastic, Oct 21, 2011.

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  1. Lightsfantastic

    Lightsfantastic Member

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    Modding with the world builder
    If I wanted to mod Spugnoir into an Evoker, how would I do that.
    I'm just editing the Protos.tab. No where near ready to try scripting.
    I have successfully done some simple modding with it, changing stat's, alignments, and feats.
    Also why is Elmo's Combat Reflexes listed as feat Combat Reflexes in the file? I found out what happens when you take it away...CTD.
    Lightsfantastic

    Love the Updated Mod!!!!!
     
    Last edited: Oct 22, 2011
  2. Gaear

    Gaear Bastard Maestro Administrator

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    When ToEE was first designed as a 3rd edition game, the feats were called "feat_blah-blah" internally. When they switched to 3.5, updated/added feats dropped the "feat" prefix, while retained feats stayed the same. Thus some are called "feat_blah-blah" while others are just called "blah_blah." You can find a list of them all and how they should be entered in protos.tab in the file feats.mes.

    I assume you would just change one of Spugnoir's feats to spell focus: evocation to make him an evoker, and give him some evocation spells.
     
  3. Lightsfantastic

    Lightsfantastic Member

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    Thank you.

    That's what I did, but I was thinking along the lines of how a PC Mage can be a specialist mage. That seems a little more involved but no big deal. Feats are fine. The original module lists him as an evoker, but that was just the title of a second level wizard in 1st edition.
     
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