Author Topic: Joe's Mod: New issue--innate ability not showing up  (Read 3483 times)

Offline Joe

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Joe's Mod: New issue--innate ability not showing up
« on: November 21, 2008, 12:56:14 AM »
I have no idea how to do the COPY_EXISTING to amend certain files, so I'm just using COPY. I plan to install them first so that other mods just write on top of them. I'm getting an error, however: Install Component [Joe]?
Quote
nstall, or [N]ot Install or [Q]uit?
Installing [Joe]
Copying 3 files ...
ERROR: error loading [Joe/clabfi03b.2da]
Stopping installation because of error.

ERROR Installing [Joe], rolling back to previous state
[Joe\Backup/0/UNSETSTR.0] SET_STRING uninstall info not found
Will uninstall   0 files for [SETUP-JOE.TP2] component 0.
Uninstalled      0 files for [SETUP-JOE.TP2] component 0.
SETUP-TUTUFIX.TP2  0  3 Installed
SETUP-TUTUFIX.TP2  0  4 Installed
SETUP-TUTUFIX.TP2  0  5 Installed
ERROR: Unix.Unix_error(20, "stat", "Joe/clabfi03b.2da")
PLEASE email the file SETUP-JOE.DEBUG to Joe


My .tp2:

Quote
BACKUP ~Joe\Backup~
AUTHOR ~Joe~

BEGIN ~Joe~

COPY ~Joe/clabfi03b.2da~ ~override~
     ~Joe/spcl131.spl~ ~override~
     ~Joe/tws.spl~ ~override~

COPY_EXISTING
         ~belt10.itm~ ~override~  // Belt of Inertial Barrier
         ~clck05.itm~ ~override~  // Cloak of Balduran
         ~clck30.itm~ ~override~  // Cloak of Bravery
         ~clck03.itm~ ~override~  // Cloak of Displacement
         ~clck26.itm~ ~override~  // Cloak of Mirroring
         ~clck01.itm~ ~override~  // Cloak of Protection+1
         ~clck02.itm~ ~override~  // Cloak of Protection+2
         ~clck24.itm~ ~override~  // Cloak of Reflection
         ~clck25.itm~ ~override~  // Cloak of the Stars
         ~clck28.itm~ ~override~  // Shadow Thief Cloak
    ~CLCK08.itm~ ~override~
    ~CLCK31.itm~ ~override~
    ~BRAC06.itm~ ~override~
    ~BRAC07.itm~ ~override~
    ~BRAC09.itm~ ~override~
    ~BRAC10.itm~ ~override~
    ~BRAC21.itm~ ~override~
    ~BELT02.itm~ ~override~
    ~BELT03.itm~ ~override~
    ~BELT04.itm~ ~override~
    ~BELT06.itm~ ~override~
    ~BELT07.itm~ ~override~
    ~BELT08.itm~ ~override~
    ~BELT11.itm~ ~override~
    ~RING02.itm~ ~override~
    ~RING05.itm~ ~override~
    ~RING06.itm~ ~override~
    ~RING07.itm~ ~override~
         ~RING09.itm~ ~override~
         ~RING25.itm~ ~override~
         ~RING27.itm~ ~override~
         ~RING28.itm~ ~override~
         ~RING29.itm~ ~override~
         ~RING31.itm~ ~override~
         ~RING33.itm~ ~override~
         ~RING34.itm~ ~override~
         ~RING39.itm~ ~override~
         ~RING41.itm~ ~override~
         ~RING42.itm~ ~override~
         ~RING46.itm~ ~override~
         ~BOOT01.itm~ ~override~
         ~BOOT03.itm~ ~override~
         ~BOOT05.itm~ ~override~
         ~BOOT11.itm~ ~override~
         ~BOOT12.itm~ ~override~
         ~AMUL14.itm~ ~override~
         ~AMUL17.itm~ ~override~
         ~AMUL18.itm~ ~override~
         ~AMUL19.itm~ ~override~
         ~AMUL20.itm~ ~override~
         ~AMUL23.itm~ ~override~
         ~AMUL25.itm~ ~override~
         ~AMUL26.itm~ ~override~
         ~HELM03.itm~ ~override~
         ~HELM04.itm~ ~override~
         ~HELM06.itm~ ~override~
         ~HELM07.itm~ ~override~
         ~HELM14.itm~ ~override~
         ~HELM16.itm~ ~override~
         ~HELM17.itm~ ~override~
         ~HELM21.itm~ ~override~
         ~HELM31.itm~ ~override~
         ~HELM32.itm~ ~override~
         ~MISC3H.itm~ ~override~
         ~POTN02.itm~ ~override~
         ~POTN03.itm~ ~override~
         ~POTN04.itm~ ~override~
         ~POTN05.itm~ ~override~
         ~POTN06.itm~ ~override~
         ~POTN07.itm~ ~override~
         ~POTN08.itm~ ~override~
         ~POTN09.itm~ ~override~
         ~POTN10.itm~ ~override~
         ~POTN11.itm~ ~override~
         ~POTN12.itm~ ~override~
         ~POTN13.itm~ ~override~
         ~POTN14.itm~ ~override~
         ~POTN17.itm~ ~override~
         ~POTN20.itm~ ~override~
         ~POTN21.itm~ ~override~
         ~POTN26.itm~ ~override~
         ~POTN27.itm~ ~override~
         ~POTN31.itm~ ~override~
         ~POTN33.itm~ ~override~
         ~POTN34.itm~ ~override~
         ~POTN35.itm~ ~override~
         ~POTN38.itm~ ~override~
         ~POTN40.itm~ ~override~
         ~POTN41.itm~ ~override~
         ~POTN42.itm~ ~override~
         ~POTN47.itm~ ~override~
         ~POTN55.itm~ ~override~
         ~sw2h10.itm~ ~override~
         ~sw2h19.itm~ ~override~
  READ_BYTE "0x2f" "usab2"
  WRITE_BYTE "0x2f" ("%usab2%" BAND "0b11111101")
 BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~sw2h10.itm~ ~override~
 SAY NAME1 ~Two-Handed Sword~ // unidentified name for items OR spell name
 SAY NAME2 ~Carsomyr +5~ // identified name for items; not used for spells
 SAY UNIDENTIFIED_DESC ~A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt.  Its primary function is cleaving mounted knights and breaking up pike formations.~
 SAY DESC ~Carsomyr +5
The Holy Avenger:  Carsomyr

Carsomyr is a weapon of legend, perhaps one of the most powerful blades
ever forged on Faerun, though its origin and history is thought
purposefully forgotten, such that the sword itself never overshadow the
importance of the struggles that must be fought today.  It is infused
with the very essence of virtue, and requires as much from any warrior
that would hope to wield it.  The evils of the Realms must truly stand
aside when this weapon is brought to bear, their magic dispelled with a
word, steadfastly resisted with ease.  Carsomyr also harbors a special
distaste for the forces of evil and chaos, and such creatures must fear
additional damage from its touch in battle.

STATISTICS

Equipped Abilities:
+15% Magic Resistance
Dispel Magic 3 times per day

Combat Abilities:
+5 damage to chaotic evil opponents in addition to other bonuses.
Dispels magic whenever the sword strikes an opponent
THAC0:  +5 bonus
Damage:  1D12 +5
Damage type:  slashing
Weight:  7
Speed Factor:  5
Proficiency Type:  Two handed sword
Type:  2-handed
Requires:  14 Strength

Usable By:
Wizard Slayers
Paladins~

COPY_EXISTING ~sw2h19.itm~ ~override~
 SAY NAME1 ~Two-Handed Sword~ // unidentified name for items OR spell name
 SAY NAME2 ~Carsomyr +6~ // identified name for items; not used for spells
 SAY UNIDENTIFIED_DESC ~A derivative of the long sword, the two-handed sword is significantly longer, both in blade and hilt.  Its primary function is cleaving mounted knights and breaking up pike formations.~
 SAY DESC ~Carsomyr +6
The Holy Avenger:  Carsomyr

Even a Holy Relic as powerful as Carsomyr is made even greater when combined
  with the Eye of Tyr.

STATISTICS

Equipped Abilities:
+15% Magic Resistance
Dispel Magic 3 times per day

Combat Abilities:
+6 damage to chaotic evil opponents in addition to other bonuses.
Dispels magic whenever the sword strikes an opponent
THAC0:  +6 bonus
Damage:  1D12 +6
Damage type:  slashing
Weight:  7
Speed Factor:  5
Proficiency Type:  Two handed sword
Type:  2-handed
Requires:  14 Strength

Usable By:
Wizard Slayers
Paladins~
 
// change carsomyr to add 15 MR instead of setting 50
COPY_EXISTING ~sw2h10.itm~  ~override~ // carsomyr +5
              ~sw2h19.itm~  ~override~ // carsomyr +6
  READ_LONG   0x6a "fx_off"
  READ_SHORT  0x70 "fx_num"
  FOR (index = 0; index < fx_num; index = index + 1) BEGIN
    READ_SHORT ("%fx_off%" +        ("%index%" * 0x30)) "opcode"
    PATCH_IF ("%opcode%" = 166) BEGIN
      WRITE_LONG  ("%fx_off%" + 0x04 + ("%index%" * 0x30)) 15 // 15% MR
      WRITE_LONG  ("%fx_off%" + 0x08 + ("%index%" * 0x30))  0 // increase/decrease
    END
  END
  BUT_ONLY_IF_IT_CHANGES

STRING_SET ~25203~ ~WIZARD SLAYER: Common is the misconception that all wizard slayers hate and/or distrust all that make use of the Art. While many wizard slayers are indeed fanatically opposed to magic and its users, many others simply feel that the balance of power on Toril has for too long been tipped toward wizards and sorcerers.

Advantages:
-  For each successful hit on an opponent, 10% cumulative spell failure penalty is applied.
-  5% magic resistance per level
-  10% base magic resistance (a level 3 Wizard Slayer will have 20% MR)
-  May cast Breach every four levels, starting at level 12

Disadvantages:
-  May not use any magic items except for armor, weapons, and those which aid in the defeat of spellcasters~
« Last Edit: November 21, 2008, 11:34:01 PM by Joe »

Offline devSin

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Re: .tp2 issue
« Reply #1 on: November 21, 2008, 01:10:53 AM »
It means the file could not be accessed for some reason. Make sure Joe/the_file exists and that you've typed the filename correctly in the TP2.

Also note that a filename cannot be longer than 8 characters ("clabfi03b" is 9) if you want the game to recognize it.

Offline Joe

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Re: .tp2 issue
« Reply #2 on: November 21, 2008, 01:17:31 AM »
Excellent, thank you. That extra letter was the problem. I don't remember why it was there in the first place.

Offline Joe

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #3 on: November 21, 2008, 11:37:27 PM »
I gave the Wizard Slayer Breach as an innate ability. It doesn't show up in-game, however.

Here's what's on the appropriate .2da file:

                     1               2           3              4
ABILITY4   GA_TWS     ****       ****       GA_TWS     and so on...

The spell is tws.spl
« Last Edit: November 21, 2008, 11:40:53 PM by Joe »

Offline Lykainon

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #4 on: November 22, 2008, 06:39:58 AM »
I'm not sure (at all) about this, but have you turned the spell into an innate ability? I haven't messed around much with CLAB-files but it seems reasonable that things would get strange if it tried to gain the wrong type of spell.

Offline Joe

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #5 on: November 22, 2008, 02:09:45 PM »
Yeah, in the spell file itself, it is listed as an innate ability.

Offline GeN1e

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #6 on: November 22, 2008, 02:35:11 PM »
In fact there are two places where innativeness can be specified. The first one is the spell type (wizard, priest, etc.) which afaiu isn't that important. The second one is the 'location' field in the spell's header (go to Extended Effects if you're using DLTCEP). Make sure it says '4-innate' and not a '2-spell'.

Offline Joe

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #7 on: November 22, 2008, 02:43:38 PM »
Yep, it says 4-innate.

Is there a problem with the file name?

Offline SixOfSpades

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #8 on: November 22, 2008, 03:30:54 PM »
Joe, how much time are you spending on trial-and-error testing? In my experience, most bugs are fixed by essentially groping in the dark: Change something, and if it gets worse, change it back. If it gets better, keep it.

You might try again with a completely different spell, like the Ranger's Charm Animal: Make a copy of it (changing nothing), and try to give it to your Wizard Slayer. If it still doesn't appear, your problem is in the CLAB file, or the way you assign the CLAB file to the Wizard Slayer. If it does appear, you can slowly change the specifics of the spell to match those of Breach.

Offline Joe

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Re: Joe's Mod: New issue--innate ability not showing up
« Reply #9 on: November 22, 2008, 04:13:18 PM »
I've done mostly trial and error.

I did as you said, and the innate ability button was usable. Clicking it, I found the abilities that you typically get in SoA as Bhaalspawn powers (Draw Upon Holy Might, Horror, etc.).

It was only clickable once, and the powers wouldn't cast anyway.

What I did with the CLAB was just edit it and replace it in the game. I didn't edit it using WeiDU.

 

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