#1
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A bunch of random modding questions.
Does it matter what the NewEntryName is?
Just getting into modding this game, and looking over the override command, since it seems like it will be the most useful for the mod I want to make... I see that usually in other mods it will be something like the mod's name + OldEntryName. Does it matter to the game engine what the new entry name is called? Is this basically so you can reference the override in the console or something? Thanks! EDIT: Side question... where is the item stack size data kept? I haven't found it yet... Last edited by fulano5321 : 11-04-2019 at 03:30 PM. Reason: Updating the topic. |
#2
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Usually the database entries names really just need to be unique and if you reference them from another entry you have to match the name correctly of course.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
#3
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Item stack stuff is going to be in baseItems.gdb or baseItemsHC.gdb.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
#4
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One more question...
Thanks for the help!
Another question, I noticed in the bags file only a couple of them have a spawn rate of 2.0 specifically mentioned, and the rest don't have a spawn rate mentioned. Is there a default spawn rate somewhere and only those two bag types have a custom spawn rate? EDIT: I see in the top of the base items file it has a spawn rate of 1.0, is this where the default spawn rate is kept? EDIT2: Is there a way to make comments in these .gdb files? EDIT3: Last question for now I hope... I don't want to take up too much of your time. Is there a problem if I just dump all the changes in one .gdb file? Do they need to be in the separate folders based on what they change (like items, magic modifiers, and monsters) or is one file in Database fine? Actually, I'm thinking I may want to keep several files so people can install parts that they want, and skip parts they don't want. Unless there are problems with that. Last edited by fulano5321 : 10-19-2019 at 12:27 AM. |
#5
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Every item has a base listed at the top. The item will inherit all properties of its base. Any other properties with values set within the item will override the base properties. Bag3 does not list a SpawnChance so it inherits it from BaseBag which in turn inherits it from BaseItem. Bag1 does list a SpawnChance so it overrides the SpawnChance it inherited from BaseItem. In short: yes, you were correct.
Everything after a double-slash (//) is considered a comment. You'll see them every now and then through the files. You can put comments in their own line as seen at the top of baseItems.gdb, or you can add them to the end of a line as seen a few lines from the top in systems.gdb You can keep everything in one file or separate them out into individual files. Either will work just fine. Just be sure that any .gdb file you make goes in the database folder, even if it modifies a file in one of the subfolders. |
#6
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Nice! Thanks! Hopefully that's enough questions to keep me busy for a while.
Seeing how easy it is to mod this game makes me all the more impressed with Soldak's games. |
#7
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Okay, got another question:
Where is the info on the weapon boosts, ie flaming weapon, acid and poison weapon powerups? I've tried having programs search through the entire game data folder and haven't had anything turn up. I think I found the art, but didn't find a reference to data such as how many you can stack. Thanks! |
#8
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You might be looking for PowerupFireWeaponSmall in Database/Items/other.gdb (the poison and acid ones are right below that).
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
#9
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That is the term for it, because the override command does change the stack size.
But the curious part is there is no mention of that term at all in the assets folders that I can find... EDIT: Oh wait, I just realized there is another folder for the expansion... And sure enough, it's in the items.gdb file for the Demon War expansion. Other Questions: 1) Why are the game's assets split into 3 files? I've noticed that the 2nd file contains all the sounds, but the first and third seem similar. Does the third just include updated files for changes made later in the game? 2) Also, does this version of the game support putting icons on gates in the minimap? Stairs have icons, but I haven't been able to find what's different about them to allow icons, unless it's just hard coded in the game. 3) I noticed that in the poison and lightning imbued skill it mentions a bolt to be fired like Ice and Fire too, but lightning and poison skills don't have the line "ProjRadius 100". Does that mean they only damage at melee range? Does this stat control how far the projectile travels? I do remember seeing a lightning zap sometimes when attacking these enemies, but not a poison bolt. EDIT: I see that the lightning and poison bolt trigger when they attack, rather than when the player attacks. Thanks for all the help! Last edited by fulano5321 : 11-04-2019 at 09:33 AM. |
#10
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The game is split into main game, exp1, and Din's Legacy stuff so I could share assets between Zombasite and Din's Legacy and so I could easily bring a lot of Din's Legacy changes back to Zombasite without much effort.
Assets1/assets2 are split just so the files aren't too big. I'm sure they would work fine as one file really though. Assets3 generally is the patch data and overrides everything in the first 2 zips. You might be able to add a MapShader line like ObjectDoor has in objects.gdb.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, Drox Operative 2, & Din's Champion Wishlist Din's Champion |
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