Hi all I'm new to this forum
Okay I know a bit about editing items, stores and some tables, however I want to remove/add some creatures from an area and maybe add some things to some container of this area, I dont even have a clue about how to edit areas, could someone lend me a hand or point a "non-hardcore" tutorial about how to do it ?
I promisse not to bother too much and learn it before u guys feel like spanking me
Also I was trying to download DLTCEP and IEEP up to date versions from teambg for about 3 days but teambg seems to be out of air, so I'm struck with only near infinity for now, if someone knows a mirror for these tools I will be thankful.
til later B)
'How do I do this' kind of topic :)
Started by
-Need help-
, Jul 22 2004 10:25 PM
4 replies to this topic
#1 -Need help-
Posted 22 July 2004 - 10:25 PM
#2
Posted 23 July 2004 - 06:07 AM
DLTCEP can be found at http://www.dragonlancetc.com
What you want to do doesn't require any area editing, changing a script can do it.
IF
Global("MyNPCExists","ARXXXX",0)
THEN
RESPONSE #1
SetGlobal("MyNPCExists","ARXXX",1)
CreateCreature("cre_filename",[position.coordinates],direction)
END
What you want to do doesn't require any area editing, changing a script can do it.
IF
Global("MyNPCExists","ARXXXX",0)
THEN
RESPONSE #1
SetGlobal("MyNPCExists","ARXXX",1)
CreateCreature("cre_filename",[position.coordinates],direction)
END
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#3 -Need Help-
Posted 23 July 2004 - 10:08 PM
Now that was a hardcore answer
thanks for the link btw
How can I see wich creatures are set to area X and try to remove them of that area setup ? Or would that imply into editing a script of Area X and if yes is it easy to do or would ask some degree of coding ? and the same for the containers ?
Maybe your answer covered that but I lack the knowledge to get it
Could you explain it using (I fear) a lot more words ?
thanks for the link btw
How can I see wich creatures are set to area X and try to remove them of that area setup ? Or would that imply into editing a script of Area X and if yes is it easy to do or would ask some degree of coding ? and the same for the containers ?
Maybe your answer covered that but I lack the knowledge to get it
Could you explain it using (I fear) a lot more words ?
#4
Posted 24 July 2004 - 10:59 AM
In game, go to the place where you want your NPC to appear (You might have to have Debug Mode on for this) and hit the x key. That will give you the x,y coordinates. Those would be the coordinates that you would put into the position coordinates of the script.
So, for instance, if you want an NPC to appear at (x,y)=(676,546) of AR1500 (I don't know off the top of my head what this is), your script would be:
IF
Global("MyNpcExists","AR1500",0)
THEN
RESPONSE #100
SetGlobal("MyNpcExists","AR1500",1) // Change the globals so you don't get the endless NPC bug
CreateCreature("cre_filename",[676.546],1) // The 1 indicates which direction the NPC faces
END
The position (1, in the above example) indicates which direction the NPC faces. A position of 0 is due south, with the values increasing to 15 as the NPC turns clockwise.
To append the script to the game and spawn your NPC, use a WeiDU .tp2 file and add to it:
EXTEND_BOTTOM ~ar1500.bcs~ ~mynpc.baf~
For containers, you should be able to create the items inside the container using that container's unique ID. Otherwise, you can do a READ/WRITE_BYTE to add your items in.
So, for instance, if you want an NPC to appear at (x,y)=(676,546) of AR1500 (I don't know off the top of my head what this is), your script would be:
IF
Global("MyNpcExists","AR1500",0)
THEN
RESPONSE #100
SetGlobal("MyNpcExists","AR1500",1) // Change the globals so you don't get the endless NPC bug
CreateCreature("cre_filename",[676.546],1) // The 1 indicates which direction the NPC faces
END
The position (1, in the above example) indicates which direction the NPC faces. A position of 0 is due south, with the values increasing to 15 as the NPC turns clockwise.
To append the script to the game and spawn your NPC, use a WeiDU .tp2 file and add to it:
EXTEND_BOTTOM ~ar1500.bcs~ ~mynpc.baf~
For containers, you should be able to create the items inside the container using that container's unique ID. Otherwise, you can do a READ/WRITE_BYTE to add your items in.
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#5
Posted 26 July 2004 - 01:09 AM
For just browsing an area, I find Infinity Explorer to be most convenient, though you can't actually edit with it.
You basically have two ways of putting a creature into an area:
- really put it as an actor into the area;
- spawn it with the area script.
The later method is what Rastor is trying to explain.
So if you want to find out which creatures are in an area, look under the "actors" tab of that area, and take a look at the attached script (if there is one).
You basically have two ways of putting a creature into an area:
- really put it as an actor into the area;
- spawn it with the area script.
The later method is what Rastor is trying to explain.
So if you want to find out which creatures are in an area, look under the "actors" tab of that area, and take a look at the attached script (if there is one).
Edited by Caswallon, 26 July 2004 - 01:10 AM.