Module development guidance

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comatoseDreamer
Low Yeek
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Module development guidance

#1 Post by comatoseDreamer »

I've taken a peek inside some of the lua files, and it looks pretty simple to make your own modules...

I was wondering if there was something, anywhere, of a good reference for the ToME stuff. I was able to make a sublass for fighters and mainly by copy and pasteing lines from different classes, but when it came time to choose things like starting skills (Flame, Perfect Strike, etc)...I had no idea really how to make some of them there right away without having to level up...

Is there some reference material on the ToME assets? Or is it pretty much "Peek inside the files and figure it out on your own" kind of thing.

I also am beginning to think that there is so much more that can be done with modules than changing races, classes, equipment and skills.... Looks like you can make whole new skills beyond what is seen during play of ToME.

bricks
Sher'Tul
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Re: Module development guidance

#2 Post by bricks »

The entirety of ToME is built upon the T-Engine. Certain parts of the engine do tend to guide how you do things, but you could rewrite it in just about any way you would like.

There is some reference material on the wiki (and it can be tough to find for some reason), although it tends more towards the "make your own module" and less towards the "add new features to ToME." For that, I recommend just digging through the files (and learning how to fiddle with the console, stdout, etc. so you know how to test things and to read the error messages) and looking at some of the add-ons other have made, like MoRE.

If you have a specific piece of code that is giving you trouble, feel open to posting it for input. The IRC channel is also pretty helpful; you can get some quick answers that way.
Sorry about all the parentheses (sometimes I like to clarify things).

comatoseDreamer
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Re: Module development guidance

#3 Post by comatoseDreamer »

That is what I am beginning to see.

I'm getting some ideas, and I am working on making a new spell to see if I can do that too... All this will end in hopefully a working crafting ability??? I know someone had posted already, but I don't know what kind of limitations the engine currently has... Maybe I should just dive in and see what happens. If I hit a brick wall... I hit a brick wall :lol:

So... paying attention to the LuaDoc stuff under T-Engine 4 Documentation would give me a glimpse into what I really can do?

bricks
Sher'Tul
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Joined: Mon Jun 13, 2011 4:10 pm

Re: Module development guidance

#4 Post by bricks »

If you want to make talents based around items, check out Stone Alchemy. There's a good deal to learn from studying Imbue Item and Extract Gem.
Sorry about all the parentheses (sometimes I like to clarify things).

catwhowalksbyhimself
Wyrmic
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Re: Module development guidance

#5 Post by catwhowalksbyhimself »

Crafting items is entirely doable under lua. Keep poking around in the code and ask lots of questions on irc. That's what I did for my Charlatan class.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

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