ToME: the Tales of Maj'Eyal

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 Post subject: Novice Question
PostPosted: Fri May 25, 2012 12:25 am 
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Halfling

Joined: Wed Apr 13, 2011 6:43 pm
Posts: 84
OK, I think i lost track of how to update/edit/create content for this game.
If anyone can help, is there an easy way to access char/enemy data. at this point i don't have names for talents, the proper layout for class/race or really anything else.
Thank you in advance, and i apologize for the simplicity of this question, but the last time i tried to code something, everything was in a nice, easy to access/find file. at least i think it was


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 Post subject: Re: Novice Question
PostPosted: Fri May 25, 2012 6:06 am 
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Module Developer

Joined: Tue Dec 14, 2010 3:23 am
Posts: 163
Location: Where I need to be
First are you trying to modify Tome or the example module? The example module has everything visible in .lua files. With tome the module is in a .team file, which is just a renamed .zip file. to edit data rename tome-XXX.team to tome-XXX.zip and extract the files. to test either repackage the files or try making an addon

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Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?


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 Post subject: Re: Novice Question
PostPosted: Fri May 25, 2012 11:09 pm 
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Halfling

Joined: Wed Apr 13, 2011 6:43 pm
Posts: 84
I was trying to modify tome, Does changing the example module effect the game at all?
And if you say add-on will be easier i will try that first, but i wanted access to the skill names, so i can copy/paste skills and know they will connect properly.
and thank you for your help, I really owe you goblinz. I only started playing at my own race/class after you guys started MORE.
I do miss it


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 Post subject: Re: Novice Question
PostPosted: Sat May 26, 2012 5:00 am 
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Module Developer

Joined: Tue Dec 14, 2010 3:23 am
Posts: 163
Location: Where I need to be
The example module and tome are completely separate and in no way effect each other. An addon will make things easier to share and makes testing sometimes smoother. When modifying tome there are 3 real options. 1 is to extract the module, make your changes and then re -compress it to test it. This fast in terms of in game on loading but make it hard make changes. The second option is to extract the module and set it up to load in non .team format. This kills loading times but its easy to make changes. If you want to do this I can provide details. The final option is the addon. this is a easy way to make changes and loads quickly but may require some knowledge of tome. What I personally do is have an extracted copy of tome to use as a reference and then would make changes to the addon. The example addon here gives a decent idea how things work. https://gitorious.org/te4/tome-example- ... its/master . This should get you started. IF you have further more specific questions just post away or go to the irc channel at irc.rizon.net #tome. I will be there most of the time and other people are also capable to help.
Oh I am glad you enjoyed MoRE. addons made it a bet obsolete but its fun.
oh and a random things with addons check the wiki addon page and that will describe what you do. if you want things to be compatible avoid using overload and stick to hooks and superloading, This is slightly harder to code but is better in the long run

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Those who complain are just Volunteering to fix the problem

<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?


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