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Re: Working with the SDK
Old 16. January 2009, 07:42   #21
ToolmakerSteve
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Re: Working with the SDK

Questions:
1. Are there instructions for using EarthCdbg in debug mode? I'd like to set a breakpoint and see what some values are .. but when I do menu "Debug / Start Debug F5" I get a MessageBox "Game currently doesn't contain any debug scrpts. Continue? YES NO".

So presumably, I need to copy the RPGCompute.ec script for debugging somewhere?

NOTE: I have successfully modified and applied an RPGCompute Mod; now I'm just wondering if I can use it in debug mode.


2. Are the Code source files for scripting available? I'm referring to "Code/EC_Scripts.cpp", etc.
When I click on the various .cpp and .h files under folder Scripts / Code in tool EarthCdbg, I get MessageBox saying things like "D:\Games\TwoWorldsSDK\EarthC\EC_Scripts.cpp contains an invalid path".
It seems that these code files are in subfolders EarthC and GamePlay, which are not included in the SDK download.

3. well, I should get to my real question behind #2 -- I think the ".h" files mentioned there contain certain constants, such as "ePointsCnt", which are used --but NOT DEFINED-- in the ".ech" files (I searched them all using a text search tool). I'd like to know the values of those constants.

Likewise, I'm interested in the definitions of the structures that use those constants, such as EquipmentValues.

~Steve

More desires:

I'd like to turn certain logic on/off during runtime. For example, the code that displays detailed stats for enemies.

Likewise, I'd like to be able to supply a few key numbers at runtime to my own code modifications.

Is there a standard way that the console window can set variables that I create in my mods?

Or alternately, are there some "dummy" (or "placeholder") variables, not used by the game, but accessible from the console, that I can use within my scripts?

The idea is that I would toggle booleans, and set integers, and then use those in the script.

~Steve
Edit
.
More about #3:
The SDK documentation lists FUNCTIONS on EquipmentValues, but it doesn't list the STRUCT FIELDS, nor the valid CONSTANTS to use.
Or possibly the fields aren't directly accessible, and everything is done thru functions, so I just need the appropriate constants.

Last edited by ToolmakerSteve; 16. January 2009 at 07:42.. Reason: Doublepost merged by Aziraal
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Re: Working with the SDK
Old 18. January 2009, 15:13   #22
ToolmakerSteve
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Re: Working with the SDK

.
ANSWER to my #3:
Documentation/EarthC/object.htm contains not just global functions (apply to everything), but also Enums. Scrolling down to "Enums / Params types:", the various ePoints and eParams constant names are listed, as well as ePointsCnt and eParamsCnt. Likewise for other "eXxx" constant names, such as "Subobjects slots: eSlot..."
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Re: Working with the SDK
Old 26. January 2009, 17:46   #23
zonaren7
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Re: Working with the SDK

i created twoworlds.par from twoworlds.xls from the TW SDK. nothing worked like it should, but then i found three other twoworlds.par located in these files.

parameters.wd
update16.wd
update11-15.wd


i deleted those using wdpackager, and my mod was working great, but im getting some graphical issues.
is there a way to create my mod without deleting the other twoworlds.par files?

zonaren
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Re: Working with the SDK
Old 26. January 2009, 18:08   #24
ToolmakerSteve
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Re: Working with the SDK

Zonaren,

I've only modified scripts, not TwoWorlds.par file, but are you trying to create within WDFiles folder, or within Mods folder? In Mods folder, then you use Two Worlds Control Panel to enable it?

My understanding is that being in Mods folder (and enabled) allows you to override the standard files.

I see that Human Heroine uses TwoWorlds.par, so maybe looking at it will give some clue?
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Re: Working with the SDK
Old 26. January 2009, 18:31   #25
zonaren7
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Re: Working with the SDK

hi toolmaker,

i created my mod and put it in the\mods directory, and then i go to CP and enables it there. i have also tried to install other mods that are using twoworlds.par via the CP, but none of them works. mods that are using scripts are working fine, like the Detalied enemy stats.

maybe if i can edit the twoworlds.par files that already exist would help? is there a way to do this?

i now installed the human heroine and it worked i also noticed that the.wd file included updnum.txt, is this maybe the reason?

Last edited by zonaren7; 26. January 2009 at 18:44..
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Re: Working with the SDK
Old 12. February 2009, 18:11   #26
athor
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Re: Working with the SDK

hi all,
I know how to modify a map of game, I know how create a mod.
now I have a simple question.
I've my beautyful new map (i mean completly new), and now?
how can i test it?
bye
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