New player experience with dreaming horrors

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Message
Author
bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: New player experience with dreaming horrors

#31 Post by bricks »

Go to http://svn.net-core.org/repos/t-engine4 ... ules/tome/. Login: guest, password: guestor. Those are all the files for the ToME module. Most of what you will want to check out is in "data," like talents, items, and NPCs. "Class" has some specific engine functions - generally not worth getting into unless you really understand code or are feeling ambitious. There is more engine stuff elsewhere that all modules use. You can also extract the ToME module file and explore it that way, but I find it easier to look at it in a browser. Updates can be tracked on http://git.develz.org/?p=tome.git;a=shortlog. Note that the first link is the most up-to-date code, not the current release, so there may be differences.
Sorry about all the parentheses (sometimes I like to clarify things).

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: New player experience with dreaming horrors

#32 Post by lukep »

To unzip the module (and look at code)
1. Find tome-0.9.43.team. It should be at [your ToME Folder]/game/modules.
2. Unzip it (if necessary, duplicate it, change it to .zip, then unzip it)
3. look at stuff! generally, the what is in "data", and the how is in "mod".
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Hunter
Uruivellas
Posts: 638
Joined: Tue Feb 17, 2004 4:43 pm

Re: New player experience with dreaming horrors

#33 Post by Hunter »

Thank you. If nothing else, relevant links like these would be nice in a prominent place. It'll help newer (and some of us more experienced, heh) players follow what others are talking about when discussing the technical and developmental aspects of ToME.

Post Reply