MODDING Step by Step Tutorial

Discussion forum for Devil Whiskey 3rd Party MODS.

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Growler
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Post by Growler »

Seems they distinguish between 'blunt' vs 'long/short blades' rather than use the more all-purpose 'melee'? -kinda strange they list 'melee weapon' but then don't implement it.

Don't recall any Halberds in DW.. and just did a quick search thru the items_BL2D.txt list using 'halb' & didn't find any matches..far as I know, if it's not in this list, then it's not in the game (at least not for player-chars).

Halberds can be very cool + dangerous looking.. might be nice to add ;)

Your Molten Pitchfork rocks hot! :twisted:
Nice that you added recipe-ingredients for it!

When you add to this items list, will you then update the items file in the megamod?
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Post by chaney »

If memory serves me correct, they had several instances of items listed, but never used in the game, so it isn't too surprising that there are other issues that won't make everybody happy. It is still the closest to ideal for me. At least once the corrections by Rick, Dragonbait, KSS, and Origen were made to the scripts, etc. I think that is a very nice touch, making a new item with recipe. I loved that aspect of the game. I was never able to come up with anything that they didn't already have listed in the manual, however. D, this is looking even more impressive than your other mods, and they were damn skippy good!
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Post by chaney »

If memory serves me correct, they had several instances of items listed, but never used in the game, so it isn't too surprising that there are other issues that won't make everybody happy. It is still the closest to ideal for me. At least once the corrections by Rick, Dragonbait, KSS, and Origen were made to the scripts, etc. I think that is a very nice touch, making a new item with recipe. I loved that aspect of the game. I was never able to come up with anything that they didn't already have listed in the manual, however. D, this is looking even more impressive than your other mods, and they were damn skippy good!
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dragonbait
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Post by dragonbait »

Growler wrote:When you add to this items list, will you then update the items file in the megamod?
Yes. The Megamod will be updated once all the files are ready. If you have items that you want added (I seem to remember you had previously created items somewhere in the forums.) If they haven't already been added, post your item creations in this thread and I will add them to the items list for inclusion in the Megamod.

This goes for anyone also. If you have items you want added, post them here. 8)
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Post by Growler »

Cool.. thanks.

KSS changed/updated several things in the items file.. but looks like the ThunderHammer still requires 25 ST!? -which seems really difficult to achieve..esp with the dirt-cheap +10 ST belt..stone? removed--the one you could purchase just down the street.. anyone recall that in orig v2.0? ;)
Ah..those were the days.. *dreamy*
The Stupendous damage you could do--esp with a PLS & several add'l attacks per round!

Would suggest a more achievable (tho still challenging) ST requirement of say 21 or 22 for the ThunderHammer(time).

Another poss change..

Elf Bow: currently only listed at non-existent 'Elves' shop, so make available at
Starfire.dat 2 <--> qty=2

to go along with that fine new Elf Bow..

Type: Ammo
Name: Magic Elven Quiver
TypeID: ???
Description: This luminous Elven-enchanted quiver never runs out of speedy, bulls-eye Elf arrows.
AmmoType: 1
StatEffect: +8 AT
StatEffect: +1 DX
StatEffect: +1 NAT
Class: Ar Ba Bb El Mo Pa Pk Ra Ro Wa
Damage: 5d4+4
Charges: unlimited
Location: ammo
Value: 160000
Shop: starfire.dat 2
# note: this is 100x the cost of 20 Elf Arrows

got several more..but may need to save them for another RPG 8)
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Post by dragonbait »

It seems that the MEGAMOD does not have a complete items_BL2D file. It didn't have any of the *Thunder* items (bolter, hammer) and possibly others. Though I did find them listed in the items_BL2D file that was included in the toolkit so we can add them.

However, I wonder whether...

a.) When puting the items_BL2D through iftool whether it only adds the items currently in items_BL2D to the item.DAT file and leaves whatever items that were previously in item.DAT unchanged

or

b.) When puting items_BL2D through iftool it erases all items in item.DAT and replaces them with only the items that are currently listed in items_BL2D

If it is B, then we may have some problems re: not having all the items.

Looks like there will need to be a comparison and modification to the 3 items_BL2D files that are out there. i.e.
1.) items_BL2D from version 2.0
2.) items_BL2D from MEGAMOD
3.) items_BL2D from toolkit

and possibly items_BL2D from previous patches??
:(
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Post by dragonbait »

Even if the answer is A, it seems possible that some items might have been erased/written over, or minimally would have a risk of being written over in the future if a new item added used the same TypeID as an item that may have been previously listed in items_BL2D but is no longer listed.

So just to be on the safe side I'm going through every items_BL2D file available and will make a master items_BL2D file (based on what we have available) to make sure no items are left out. Then I will post it in its own thread, + eventually update the Megamod. This may take some time.

Also I realize that allot of the same items are listed in all (or most) of the items_BL2D files, and some of them may have been updated/fixed in the patches so if an item has changed I will use the most recent version of the item for the new masters file. I mainly just want to find the missing items.
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Post by chaney »

That is awesome Bri!
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Post by dragonbait »

CORRECTION: I was mistaken. The items_BL2D contained within the Megamod file does seem to be complete and does in fact contain the *Thunder* items.

This morning I compared the items_BL2D file from the Megamod, with the items_BL2D file from the toolkit, I noticed items are organized differently between the two files, but nothing is missing. Looks like we're in the clear. Whew!

The only thing that was left out seem to be a couple of items that likely never got implemented. See below.

Code: Select all

#
#Type&#58; Misc
#Name&#58; Valerian's Quiver
#TypeID&#58; 181
#Description&#58; For some reason, arrows take longer to use up with this special quiver.
#Class&#58; 
#Effect&#58; Arrows regen 1 Arrow per day
#Charges&#58; unlimited
#Location&#58; back
#Value&#58; 16000
#
#
#Type&#58; Bow
#Name&#58; Ammo Sleeve
#Description&#58; You need this to hold and use small missile weapons. Will get in the way of one #shield.
#Class&#58; Ba Bb Mo Ra Ro Wa
#Range&#58; 30'
#TwoHanded&#58; 0
#thought the TwoHanded might be required
#Location&#58; arms
#Value&#58; 50
#AmmoType&#58; 3
#Shop&#58; shop.dat 10
#Shop&#58; imperial.dat 10
#Shop&#58; starfire.dat 10
I'll add it into the items file but will leave the # as I don't think these will ever be needed or used.

Continuing on...

Some new items that will be added.

Code: Select all

Type&#58; Ranged Weapon
Name&#58; Explosive Darts
TypeID&#58; 
Description&#58; Magical darts that explode on impact.
Flags&#58; showcharges
Class&#58; Ar El
StatEffect&#58; +2 AT
StatEffect&#58; +2 DM
Damage&#58; 2d8+9
SpecialDamage&#58; Double Damage 25
Range&#58; 30'
Minimum&#58; IQ 14
Charges&#58; 10
Location&#58; hand
Value&#58; 500
CreationSkill&#58; Magical Weapon
Recipe&#58; 2 Bronze
Recipe&#58; 5 Fire
Recipe&#58; 1 Feather
Recipe&#58; 1 Light
Ingredient&#58; 1 Arrow
#
#
Type&#58; Long Blade
Name&#58; Roid Sword
TypeID&#58; 
Description&#58; Thee who wields this sword will experience great strength, yet a diminished intelligence.
Class&#58; Bb Pa Wa
Damage&#58; 4d6+1
StatEffect&#58; +8 ST
StatEffect&#58; -8 IQ
StatEffect&#58; +2 DM
StatEffect&#58; -2 CN 
StatEffect&#58; +1 AC
StatEffect&#58; -1 NAT
Minimum&#58; ST 17
TwoHanded&#58; 1
Location&#58; hand
Value&#58; 700
CreationSkill&#58; Mundane Item
Recipe&#58; 8 Iron
Recipe&#58; 4 Poison
Ingredient&#58; 1 GreatSword
#
#
Type&#58; Blunt Weapon
Name&#58; Penguin Ruler
TypeID&#58; 
Description&#58; Inflicts discipline with a good whack. The Holy and Magical can wield alike.
Class&#58; Pa Mo Ar El
Damage&#58; 5d4+2
TwoHanded&#58; 1
Location&#58; hand
Value&#58; 150
CreationSkill&#58; Mundane Item
Recipe&#58; 3 Iron
Recipe&#58; 2 Power
Recipe&#58; 10 Light
Ingredient&#58; 1 Staff
#
#
Type&#58; Axe
Name&#58; Halberd
TypeID&#58; 
Description&#58; A weapon consisting of both spear and axe.
Class&#58; Ba Bb Pa Ra Ro Sr Wa Pk
Damage&#58; 2d8+1
TwoHanded&#58; 1
Location&#58; hand
Value&#58; 200
CreationSkill&#58; Mundane Item
Recipe&#58; 2 Wood
Recipe&#58; 4 Iron
Ingredient&#58; 1 Axe
Ingredient&#58; 1 Spear
#
#
Type&#58; Blunt Weapon
Name&#58; Flail
TypeID&#58; 
Description&#58; An Iron spiked ball attached to a metal rod via a chain. 
Class&#58; Ba Bb Mo Pa Ra Ro Sr Wa Pk
Damage&#58; 1d8+1
Location&#58; hand
Value&#58; 85
#
#*+Growler's item*
Type&#58; Ammo
Name&#58; Magic Elven Quiver
TypeID&#58; 
Description&#58; This luminous Elven-enchanted quiver never runs out of speedy, bulls-eye Elf arrows.
AmmoType&#58; 1
StatEffect&#58; +8 AT
StatEffect&#58; +1 DX
StatEffect&#58; +1 NAT
Class&#58; Ar Ba Bb El Mo Pa Pk Ra Ro Wa
Damage&#58; 5d4+4
Charges&#58; unlimited
Location&#58; ammo
Value&#58; 160000
Shop&#58; starfire.dat 2
# note&#58; this is 100x the cost of 20 Elf Arrows 
#
And I changed the ThunderHammer's Strength requirement from 25 to 22 per Growler's recommendation.
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Post by dragonbait »

Now that we have some new items included in the items_BL2D file , we then place the file into the folder containing the ilftool program from the toolkit.
Will need to use the command prompt and change the directory so the command prompt is accessing the same folder. Then type.

Code: Select all

ILFtool -w
It is important that you capitalize ILF otherwise it won't run.
Using the -w will generate an html file that you can use to see if all your files were input correctly, or to see if there are any errors.

I had made a mistake with my molten pitchfork

<bad>StatEffect: avoid fire damage</bad>

<good>StatEffect: 25% avoid fire damage</good>

View the compiler results and you will see that all of my new items
# Molten Pitchfork: Succeeded
# Explosive Darts (10): Succeeded
# Roid Sword: Succeeded
# Penguin Ruler: Succeeded
# Magic Elven Quiver: Succeeded
# Halberd: Succeeded
# Flail: Succeeded

have succeeded.

Also to notice there seems to be something wrong with all items that use the Use: "Casts spellcode"

example
Redeemer Gloves: Failed
* Unknown spell 'CUST'

#
Type: Gloves
Name: Redeemer Gloves
TypeID: 77
Description: Heavy gloves with holy runes embedded in the leather. Includes an enchantment to help an afflicted comrade.
StatEffect: -3 AC
Class: Pa
Use: Casts CUST
# Use: one of the following
# "Casts spellcode"
Charges: 12
Location: arms
Value: 2112
#

None of the spell based items seem to work. Hmmmmm. Anyone have any ideas on that?

Anyways, the ilftool spit out the following new files...
item.DAT
itemcreate.DAT
savegame.DAT
class.DAT

which will get placed into the <install-dir>\data folder so the game can then pick up the new items. (also to be included into the Megamod zip)
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Post by Growler »

Trying to recall if any items with 'cast spell' worked.. -seems like maybe not, except for some low-level magic-specific items?

Thanks for Quiver-add & TH tweak. :P

Those are some great item adds..
Gotta have a Flail.. and what self-disrespecting fighter-bloke leaves home sans his Roid Sword?
Penguin Ruler..nice 8)

Hey, what does 'Double Damage 25' do?
How does the '25' modify?
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Post by dragonbait »

Growler wrote:Trying to recall if any items with 'cast spell' worked.. -seems like maybe not, except for some low-level magic-specific items?
I don't remember ever using items to cast a spell.
Growler wrote:Hey, what does 'Double Damage 25' do?
How does the '25' modify?
In the items_BL2D file there is a section on Special Damages...
# ONLY USED BY WEAPONS:
# Damage: dice and constant modifier (for example 4d6-3 or 3d8+1)
# SpecialDamage: one of the following
# Disbelieves
# Double Damage #
# Only Damages #
# Doesn't Damage #
# Deathblow #%
# Poison #d#+# every # mins until # mins [or save]
# TwoHanded: 0 or 1

and in the items tutorial there is this...
Special Damage:
valid options are:
Deathblow <chance as integer>%

So I assume that
SpecialDamage: Double Damage 25
will give a 25% chance of doing double damage (unless I'm reading this wrong). I'll be testing it soon.
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Post by dragonbait »

Step 4: MONSTERS!!!!!

Now to make some new monster images for some yet to be made monsters.
We could use some images of monsters already in the game, but that's not as much fun.

First we find or create a .jpg image that is 500x400 in size

Here we have an image I made of a Gelatinous Cube.
Image

Next use notepad or other plain text editor to create a config file containing

Code: Select all

Section main
 name jellycube
 image jellycube.jpg
 picfile pics/monsters/jellycube.pic
 RegionCount 0
End Section
and save the file as jellycube.cfg

place the jellycube.cfg file and the .jpg image into the folder containing picmake.
origen wrote: 1. Copy your picindex file from the data folder into the tools/pictures folder. This will ensure that you have the latest version.

2. From the command line, you must use the following format:
<output file>: Output filename for compiled pic file
<index file>: File name of the picture index file
<input config>: File name of input configuration file
[reduction factor]: Value of [1,2,4,8,16] indicating the amount
of reduction requested for the small version
of the image. A value of '1' indicates that
the small version should be the same as the
full-sized version. Default is '2' (i.e.,
a 500x400 image will be reduced to 250x200)

3. Copy the picindex file back to your data files.
picmake <output file><index file><input config>[reduction factor]

So I type the following into the command prompt...

Code: Select all

picmake jellycube.pic picindex.dat jellycube.cfg
picmake spits out jellycube.pic which we put into the pics/monsters folder
and a new picindex which you put back into the data folder
Last edited by dragonbait on Fri Jan 20, 2012 5:12 pm, edited 1 time in total.
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Post by dragonbait »

Now that we have a new pic file for our monster, its time to create the monsters stats...

We open the monsters.txt file
(within data folder of Megamod package)

For reference please view Devil Whiskey Monsters Tutorial

example of monster....

Code: Select all

# 
#
Gelatinous Cube
Gelatinous Cubes
#<ST> <IQ> <WI> <DX> <CN> <CH> <CO> <LK> <AC>
  20   3    3    3    40    1    1    8   -10
#<avoidFire> <dmgFire> <avoidEarth> <dmgEarth> <avoidAir> <dmgAir> <avoidWater> <dmgWater>
  50          -30       50           -30        50         -30      50           -30    
#<nat> <back-damage> <type> <level> <gender>
  1     5             18     10      
#<max HP> <HP var>
  72       32
#<max SP> <SP var>
  76        1
#<max XP> <xp var>
  200      150
#<max GP> <gp var>
  500      498
#pics/monsters/jellycube.dat
#<picture-index name>
jellycube
#<numSkills> <numSpells> <numItems>
  2           1           1
#<skill action-id> one for each num of skills
0x0016200c 2
# Entangle Skill
0x000e203f 1
# Wild Pummel Skill
#<spell action-id> one for each num of spells
0x001f0137 3
#Drown Spell
#<item name> one for each num of Items
random 150 1d2+0
I have removed the default attack (0x000e0001) from this monsters skill list as many monsters in the game just can't hit a party with a low AC via the default attack. Hopefully this allows the Gelationous Cube to do much more damage via a Wild Pummel Skill, Entangle Skill, and Drown Spell. Will need to test it out...
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Post by chaney »

That is an uber sweet pic!
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