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CzarnyAfgan
20.08.2011, 15:27
Hey guys. I want to create mod, which changes monster statistic's- a mod to make game more challenging/ well balanced. Where can I find an apopriate tool to do this? You have already done some balancing mods for Risen, which program were you using? HEX? or is there a faster and easier way to modify this particular game data?

Greetings
CzarnyAfgan

Kuchenschlachter
20.08.2011, 16:06
read this post (http://forum.worldofplayers.de/forum/showpost.php?p=16770842&postcount=3). it's about editing a item but changeing monster stats is rather the same.

CzarnyAfgan
20.08.2011, 23:24
Ok, I have done everything what you told me to do- now I have opened file, for example "Boar.tple" and I see window with some categories, but I tried to change parametres of monster speed with no effect in game ( i set
forwardspeedmax to 1000 instead of 500 and strafespeedmax to 500 instead of 250 ). - Still I cannot find [ and change ] ( in editor ) frames/spaces which are responsible for defence/attack/ life points/experience gained parametres... Can anybody help me?

Kuchenschlachter
21.08.2011, 11:06
uhm, im sorry, i thought monster stats were stored in the .tple files under gCSkills_PS... well, they aren't.
there's something deep in the back of my mind that it could be related to the world files(lrent). but i'm not one of the moders who know much about that topic.
to be honest, thats a guess(and my last guess was already wrong).

Shak-otay
21.08.2011, 19:29
Some values can be modified via lrent-editing:


4a805 ForwardSpeedMax
4a807 float
4a80f 400.000000

4a813 StrafeSpeedMax
4a815 float
4a81c 200.000000

4a821 BackwardSpeedMax
4a823 float
4a82b 200.000000

4a82f TurnSpeedMax
4a831 float
4a839 200.000000

I changed the TurnSpeedMax of the StingRat south of Neil to 20.0 (that means 00 00 A0 41 at 0x4A839) in the Game_Start_Monster_01.lrent.

Now it turns in slowmotion.

As for Hitpoints you'll need the Risen-SDK, because they are engine controlled (Script_Game.dll).

Baltram did it for the ManaPoints (http://forum.worldofplayers.de/forum/showpost.php?p=15944323&postcount=18).

A "SetHitPointsMax" function would be needed, too I think.

CzarnyAfgan
21.08.2011, 23:10
OK, thanks for info!
There are so many tools in RisenSDK, that i got confused and I don't know which one I need to download and use??? :eek:

Development Resources and Links for the RisenSDK.

Visual Studio 2005 SP1 (8.0.50727.762)
Visual C++ 2005 Express Edition (English)
Visual C++ 2005 Express Edition (German)
Visual C++ 2005 Express Edition SP1
Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) (English)
Microsoft Visual C++ 2005 SP1 Redistributable Package (x86) (German)
Visual Studio 2005 Service Pack 1 Update for Windows Vista (English)
Visual Studio 2005 Service Pack 1 Update for Windows Vista (German)
Windows Server 2003 R2 Platform SDK
DirectX 9.0 (9.11.519.0)
DirectX SDK (February 2006)
DirectX SDK (February 2006) Symbol Files
DirectX End-User Runtimes (February 2006)
DirectX End-User Runtimes (November 2008) (on the Risen DVD)
PhysX 2.8.1 Build 13 (2.8.1.21)
PhysX SDK Version 2.8.1 Build 13 (PC)
PhysX System Software 9.09.0408 (WHQL) (on the Risen DVD)
FMOD Ex 2.24.00 (0.4.24.0)
FMOD Ex API 2.24.00 (Windows 32bit)
FMOD Ex API 2.24.00 (Windows 64bit)
LAME 3.98.2
LAME 3.98.2 source
LAME binaries (Windows)
zlib 1.2.1
zlib 1.2.1

NicoDE
21.08.2011, 23:35
There are so many tools in RisenSDK, that i got confused and I don't know which one I need to download and use?To use the SDK you need: Microsoft Visual C++ 2005 (or newer)
and the Windows SDK (the former Platform SDK)

The SDK is far from completion and it will take a while to get used to it.

PowerGamer released the source code for his Unofficial Risen Patch. This will be a good starting point to see how the world content (sectors, layers, entities) can be modified.

CzarnyAfgan
24.08.2011, 19:26
Ok, finally I have my Risen Lrenter installed, but there is a problem- [ I have .Net Framework 3,5 installed, moreover -the animations.pak, meshes.pak, images.pak and materials.pak copied to E:\GAMES\RISEN#\xxxxx\Risen Viewer\Resources\Scene\Paks, risen.exe path in Settings.ini file set to: RisenMainPath=E:\GAMES\RISEN#\bin\Risen.exe ] . Problem- program finds files like Game_Start_Monster_01.lrent or Game_Start_Item.lrent and other .Lrent files, but after opening there is still "Status rendering" description and black screen. What have I done wrong?

Btw.

Which program in Risen SDK is responsible for .dll files editing, as "Script_Game.dll" , because there are more than 30 programs in "bin" folder.

Thanks in advance.

CzarnyAfgan
24.08.2011, 19:31
Is there a possibility, to add new characters/ monsters into game via using Risen Lrenter? I guess there is, because Shat-Otay made his "Company Mod", where he added John and Buck into Risen world.

Shak-otay
24.08.2011, 20:07
Seems you installed the Risen Lrent Viewer from Galrath434.

The Lrenter you're speaking of can be found here (http://www.file-upload.net/download-3203426/Lrenter2.zip.html).

extract: Composing Risen - NPCs


Yeah, 'composing' does not mean 'creating'!

It means that we can "fill" our binary NPC-templates with
nearly all components that Risen provides except
'Teaching', 'Trading' and ? (I just forgot them...)

Helmets? Hmm, I found no NPC with a helmet in the demo version.

And we can't create our own bodies (armors), faces and so on.

But I think Galraths Viewer will become the tool of the first choice...;)

Galrath434
24.08.2011, 20:16
What have I done wrong?
You have to open the scene Window and double click an entity to move to it. But as Shak said you won't be able to do what you want with the Viewer. Also you don't actually need to extract the files anymore, it is sufficent to have Risen installed.


But I think Galraths Viewer will become the tool of the first choice...
Tanks :) But currently there are still too many things I haven't implemented which makes it not that usefull.

NicoDE
24.08.2011, 21:09
Which program in Risen SDK is responsible for .dll files editing, as "Script_Game.dll" , because there are more than 30 programs in "bin" folder.There is none. The Script_Game.dll are the compiled (C++) scripts and Piranha Bytes did not publish the source code.

What can be done is creating new Script libraries with the RisenSDK that will be loaded by Risen. To run arbitrary actions without starting the game session you would use the TestApp project and modify it to your needs.

ps: The RisenSDK is currently changing a lot, so it might be that the Trunk source/projects are broken for a day or two.

Kuchenschlachter
10.09.2011, 01:06
i tried yesterday to find the attribute values for monsters in lrents with a hexeditor. it was fairly easy, i took a lrent with only a few monsters(Monestary_Monster_01.lrent) and searched for 0x96(hp of gnome).
there were only 50 occurences so i took a look if i could identify anything.

00 00 00 00 00 00 00 19 00 00 00 19 00 00 00 00 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14
this is strength, dexterity, mana, wisdom and armor for a gnome. afterwards are the masteries and before much other stuff i can't identify(except level and hp).

thats where the disapointment beginns... it looks like this data is stored for every single monster.

Galrath434
10.09.2011, 02:18
thats where the disapointment beginns... it looks like this data is stored for every single monster.
I think to edit one type of monster you will have to edit the template, delete all existing entities of that type and spawn them again. Don't think that this will be easy.

I had a look at the lrent you mentioned and it turns out that the bytes you posted are part of "gCSkills_PS". Which of course makes sense judging from the name. Here is the complete dump of the Set(btw : the size is always 136 bytes) :

00 00 59 03 c4 00 34 03 00 00 00 19 00 00 00 00 00 00 00 14 00 00 00 14 00 00 00 14 00 00 00 14 00 00
00 14 00 00 00 14 14 00 00 00 14 00 00 00 16 00 00 16 a9 08 00 00 e0 27 59 03 c4 00 34 03 01 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00


this is strength, dexterity, mana, wisdom and armor for a gnome.
Could you maybe elaborate on that? At what offset does each ability start? If you could tell me that I might be able to integrate some sort of "batch enemy type after change" function in the Viewer, which would do the trick.

Kuchenschlachter
10.09.2011, 07:24
i tried some slight changes, increased hp, decreased hp, and it worked perfectly. well, except you have to repeat it for every singel monster(i tried to give the monsters of one typ different hp values and that also woreked.).

don't expect too much, i am no reverseengeneerer or experienced in analysing data but i'll do my best.

Shak-otay
10.09.2011, 10:16
I think to edit one type of monster you will have to edit the template, delete all existing entities of that type and spawn them again. Don't think that this will be easy.Wouldn't it be easier to generate a skill-Table for all monsters contained in a lrent?

You export it (in ASCII) edit it and import it into the lrent again.

So you would have let's say 27 tables (27 monster lrents?).

Would take time to edit them but if you export "GnomeHP150" for example
you could do a quick search'n replace with "GnomeHP150000000".:D

Ehm, ok, I was joking; maybe "GnomeHP200"?

Galrath434
10.09.2011, 10:50
Ok turns out that it is quite easy to edit the Skills array. If you have a look at this enum :

public enum gESkill
{
gESkill_Atrib_HP = 0x00000000,
gESkill_Atrib_MP = 0x00000001,
gESkill_Stat_LV = 0x00000002,
gESkill_Stat_XP = 0x00000003,
gESkill_Stat_LP = 0x00000004,
gESkill_Stat_HP = 0x00000005,
gESkill_Stat_MP = 0x00000006,
gESkill_Stat_STR = 0x00000007,
gESkill_Stat_DEX = 0x00000008,
gESkill_Stat_INT = 0x00000009,
gESkill_Prot_Edge = 0x0000000A,
gESkill_Prot_Blunt = 0x0000000B,
gESkill_Prot_Point = 0x0000000C,
gESkill_Prot_Fire = 0x0000000D,
gESkill_Prot_Ice = 0x0000000E,
gESkill_Prot_Magic = 0x0000000F,
gESkill_Combat_Sword = 0x00000010,
gESkill_Combat_Axe = 0x00000011,
gESkill_Combat_Staff = 0x00000012,
gESkill_Combat_Bow = 0x00000013,
gESkill_Combat_CrossBow = 0x00000014,
gESkill_Magic_Circle = 0x00000015,
gESkill_Magic_Fireball = 0x00000016,
gESkill_Magic_Frost = 0x00000017,
gESkill_Magic_Missile = 0x00000018,
gESkill_Misc_Scribe = 0x00000020,
gESkill_Misc_Alchemy = 0x0000001F,
gESkill_Misc_Smith = 0x00000019,
gESkill_Misc_Mining = 0x0000001A,
gESkill_Misc_Sneak = 0x0000001D,
gESkill_Misc_Lockpick = 0x0000001B,
gESkill_Misc_Pickpocket = 0x0000001C,
gESkill_Misc_Acrobat = 0x0000001E,
gESkill_Misc_Trophy = 0x00000021
};
It is clear that the 136 bytes I mentioned are just all possible skills in the right order :D


You export it (in ASCII) edit it and import it into the lrent again.

So you would have let's say 27 tables (27 monster lrents?).
Maybe, but who want's to edit a pile of text files? I think I will implement something like this in the next version of the Viewer : The user choses a monster, a skill and a new value and the Viewer will search in the lrent for all occurrences of the same monster and apply the changes made. This will be quite easy to use I think.

Kuchenschlachter
10.09.2011, 12:30
sounds great. :)

to be honest, during past days i thought of abandoning risen modding, everything is rather cumbersome and my main intention is done.
i have contrary to the time i begun a lot of ideas, what i'd like to change/add, but it's so much work, so much to learn, so much to try...

but on the other hand it's amaizing how the tools evolve with need, how knowledge improves.(it's like math, if a physical phenomenon couldn't be describe with known means a new mathematical theory was built up)

now i have a glimmer of hope that maybe by adding some content(weapons/... means to obtain them, maybe 1-2 quests, monsterdensity) in a bit larger scale(i think of about 10-20 additional weapons of each typ if i manage to find somebody to help me with grafical stuff*) and so showing what is possible in a more than prove of concept thing, i can contribute a little bit to make risen modding appealing to others.

(*well, first i have to succeed in ading just a single new xmsh...)

...and it hate to disregard all the work of you guys. ;)


to come back to topic, i like editing textfiles(otherwise i'd have shot me while crawling through the 20-40k lines of human combatspecies ;)) but i guess the "default" modder likes guis more. :D

Shak-otay
10.09.2011, 14:31
Maybe, but who want's to edit a pile of text files? I think I will implement something like this in the next version of the Viewer : The user choses a monster, a skill and a new value and the Viewer will search in the lrent for all occurrences of the same monster and apply the changes made. This will be quite easy to use I think.Yes, you're right, sir.;)

But what I thought about was the Risen-Mega-Monster-Rebalancing-Mod to be done by Kuchenschlachter.:D


to be honest, during past days i thought of abandoning risen moddingDon't be cruel...§cry


to come back to topic, i like editing textfilesSomething like this?

Gnome_Paul_01_A_HP 150
Gnome_Paul_01_A_MP 0
Gnome_Paul_01_S_LV 5
Gnome_Paul_01_S_XP 0
Gnome_Paul_01_S_LP 0
Gnome_Paul_01_S_HP 150
Gnome_Paul_01_S_MP 0
Gnome_Paul_01_S_STR 25
Gnome_Paul_01_S_DEX 25
Gnome_Paul_01_S_INT 0
Gnome_Paul_01_P_Edge 20
Gnome_Paul_01_P_Blunt 20
Gnome_Paul_01_P_Point 20
Gnome_Paul_01_P_Fire 20
Gnome_Paul_01_P_Ice 20
Gnome_Paul_01_P_Magic 20
Gnome_Paul_01_C_Sword 1
Gnome_Paul_01_C_Axe 0
Gnome_Paul_01_C_Staff 0
Gnome_Paul_01_C_Bow 0
Gnome_Paul_01_C_CrossB 0
Gnome_Paul_01_M_Circle 0
Gnome_Paul_01_M_Fireba 0
Gnome_Paul_01_M_Frost 0
Gnome_Paul_01_M_Missil 0
Gnome_Paul_01_Scribe 0
Gnome_Paul_01_Alchemy 0
Gnome_Paul_01_Smith 0
Gnome_Paul_01_Mining 0
Gnome_Paul_01_Sneak 0
Gnome_Paul_01_Lockpick 0
Gnome_Paul_01_Pickpock 0
Gnome_Paul_01_Acrobat 0
Gnome_Paul_01_Trophy 0

Chicken_A_HP 30
Chicken_A_MP 0
Chicken_S_LV 1
Chicken_S_XP 0
Chicken_S_LP 0
Chicken_S_HP 30
Chicken_S_MP 0
Chicken_S_STR 0
Chicken_S_DEX 0
Chicken_S_INT 0
Chicken_P_Edge 0
Chicken_P_Blunt 0
Chicken_P_Point 0
Chicken_P_Fire 0
Chicken_P_Ice 0
Chicken_P_Magic 0
Chicken_C_Sword 0
Chicken_C_Axe 0
Chicken_C_Staff 0
Chicken_C_Bow 0
Chicken_C_CrossB 0
Chicken_M_Circle 0
Chicken_M_Fireba 0
Chicken_M_Frost 0
Chicken_M_Missil 0
Chicken_Scribe 0
Chicken_Alchemy 0
Chicken_Smith 0
Chicken_Mining 0
Chicken_Sneak 0
Chicken_Lockpick 0
Chicken_Pickpock 0
Chicken_Acrobat 0
Chicken_Trophy 0

Skeleton_LieDead_A_HP 0
Skeleton_LieDead_A_MP 100
Skeleton_LieDead_S_LV 0
Skeleton_LieDead_S_XP 0
Skeleton_LieDead_S_LP 0
Skeleton_LieDead_S_HP 0
Skeleton_LieDead_S_MP 0
Skeleton_LieDead_S_STR 100
Skeleton_LieDead_S_DEX 0
Skeleton_LieDead_S_INT 0
Skeleton_LieDead_P_Edge 0
Skeleton_LieDead_P_Blunt 0
Skeleton_LieDead_P_Point 0
Skeleton_LieDead_P_Fire 0
Skeleton_LieDead_P_Ice 0
Skeleton_LieDead_P_Magic 0
Skeleton_LieDead_C_Sword 0
Skeleton_LieDead_C_Axe 0
Skeleton_LieDead_C_Staff 0
Skeleton_LieDead_C_Bow 0
Skeleton_LieDead_C_CrossB 0
Skeleton_LieDead_M_Circle 0
Skeleton_LieDead_M_Fireba 0
Skeleton_LieDead_M_Frost 0
Skeleton_LieDead_M_Missil 0
Skeleton_LieDead_Scribe 0
Skeleton_LieDead_Alchemy 0
Skeleton_LieDead_Smith 0
Skeleton_LieDead_Mining 0
Skeleton_LieDead_Sneak 0
Skeleton_LieDead_Lockpick 0
Skeleton_LieDead_Pickpock 0
Skeleton_LieDead_Acrobat 0
Skeleton_LieDead_Trophy 0

GiantBug_A_HP 420
GiantBug_A_MP 0
GiantBug_S_LV 14
GiantBug_S_XP 0
GiantBug_S_LP 0
GiantBug_S_HP 420
GiantBug_S_MP 0
GiantBug_S_STR 70
GiantBug_S_DEX 0
GiantBug_S_INT 0
GiantBug_P_Edge 56
GiantBug_P_Blunt 42
GiantBug_P_Point 70
GiantBug_P_Fire 42
GiantBug_P_Ice 56
GiantBug_P_Magic 56
GiantBug_C_Sword 0
GiantBug_C_Axe 0
GiantBug_C_Staff 0
GiantBug_C_Bow 0
GiantBug_C_CrossB 0
GiantBug_M_Circle 0
GiantBug_M_Fireba 0
GiantBug_M_Frost 0
GiantBug_M_Missil 0
GiantBug_Scribe 0
GiantBug_Alchemy 0
GiantBug_Smith 0
GiantBug_Mining 0
GiantBug_Sneak 0
GiantBug_Lockpick 0
GiantBug_Pickpock 0
GiantBug_Acrobat 0
GiantBug_Trophy 0

LizardWarrior_Elite_A_HP 840
LizardWarrior_Elite_A_MP 0
LizardWarrior_Elite_S_LV 32
LizardWarrior_Elite_S_XP 0
LizardWarrior_Elite_S_LP 0
LizardWarrior_Elite_S_HP 840
LizardWarrior_Elite_S_MP 0
LizardWarrior_Elite_S_STR 140
LizardWarrior_Elite_S_DEX 140
LizardWarrior_Elite_S_INT 0
LizardWarrior_Elite_P_Edge 112
LizardWarrior_Elite_P_Blunt 112
LizardWarrior_Elite_P_Point 112
LizardWarrior_Elite_P_Fire 168
LizardWarrior_Elite_P_Ice 56
LizardWarrior_Elite_P_Magic 112
LizardWarrior_Elite_C_Sword 3
LizardWarrior_Elite_C_Axe 3
LizardWarrior_Elite_C_Staff 3
LizardWarrior_Elite_C_Bow 3
LizardWarrior_Elite_C_CrossB 3
LizardWarrior_Elite_M_Circle 0
LizardWarrior_Elite_M_Fireba 0
LizardWarrior_Elite_M_Frost 0
LizardWarrior_Elite_M_Missil 0
LizardWarrior_Elite_Scribe 0
LizardWarrior_Elite_Alchemy 0
LizardWarrior_Elite_Smith 0
LizardWarrior_Elite_Mining 0
LizardWarrior_Elite_Sneak 0
LizardWarrior_Elite_Lockpick 0
LizardWarrior_Elite_Pickpock 0
LizardWarrior_Elite_Acrobat 0
LizardWarrior_Elite_Trophy 0

To do it this way would make sense if one needed an overview after having changed too much.

Kuchenschlachter
10.09.2011, 15:04
don't worry the holiness of my mission has told me again that it's not my decission to abandon modding. only the grim reaper himself has the right to end it. ;)

Risen-Mega-Monster-Rebalancing-Mod?! now i'm nervous. ok, it's just mega, that doesn't neccessarily mean good. ;)

buah... yeah, that looks like a textfile i'd like to edit... ok, it looks like a pain in the ass but a million times better than hexediting lrents and i think i'm slowly getting used to such files.
geralth already gave me a new version! a gui might be a nice diversification of my work.

Shak-otay
10.09.2011, 15:45
Risen-Mega-Monster-Rebalancing-Mod?! now i'm nervous. ok, it's just mega, that doesn't neccessarily mean good. ;)Oh my god - I just realized that the thread starter was CzarnyAfgan. So sorry for that. What I meant was the "Risen-Mega-Monster-Rebalancing-Mod" by CzarnyAfgan and Kuchenschlachter.§wink

CzarnyAfgan
20.09.2011, 20:40
No big deal, it's allright ;) have you got for me allready any tips related to modifiying monster statistics?

Shak-otay
20.09.2011, 21:52
I had an idea with tables: http://forum.worldofplayers.de/forum/threads/1041843-Monster-stats.-balancing-difficulty-mod-where-I-can-find-a-tool-for-editing?p=17166246&viewfull=1#post17166246

The Lrenter has an export button now. Could release it after I implemented an import button for the
(modified) tables. But you would have to mess around with about 27 tables.

So maybe you'd prefer to wait for the next relaese of Galrath's Risen Viewer?


Maybe, but who want's to edit a pile of text files? I think I will implement something like this in the next version of the Viewer : The user choses a monster, a skill and a new value and the Viewer will search in the lrent for all occurrences of the same monster and apply the changes made. This will be quite easy to use I think.

CzarnyAfgan
21.09.2011, 22:07
That's a good idea ;) . I will wait.

CzarnyAfgan
09.10.2011, 22:49
Any news about the next relaese of Galrath's Risen Viewer??? ;)

CzarnyAfgan
11.10.2011, 10:57
Is it ready???

NicoDE
11.10.2011, 11:09
You're in a hurry, aren't you?

CzarnyAfgan
11.10.2011, 12:11
Nop, but I would like to start working on my mod already, it could be interesting ;) .
Greetings.

CzarnyAfgan
01.11.2011, 18:03
Any news?

Jobesky
19.01.2020, 18:23
Is there a newer guide/tool to edit monster stats, hero stats, and economy?

Kuchenschlachter
19.01.2020, 21:22
Somewhat, back then we didn't know how tple and lrent files interact which is critical for monster/npc/pc stats.

Today if I wasn't using the sdk I'd use Baltrams Script_Extensions.dll (http://svn.nicode.net/risensdk/branches/baltram/bin/scripts/Script_Extensions.dll?revision=446)(docu) (http://svn.nicode.net/risensdk/branches/baltram/bin/scripts/Script_Extensions_en.pdf?revision=428). With it you can export monsters from a running game as a tple file. This way you can edit the stats in the running game, export the monster as a template replacing the original one with your updated one. And you are done, all monsters corresponding to that tple should have their stats changed in a new game.

no liability assumed ;)

Jobesky
23.01.2020, 14:30
Couple questions.

1.) If I edit an item's price in TPLEdit, would it need a new game to show up? And which values are what I would get from selling an item vs. what it would cost to purchase an item?

2.) Using the Risen Editor, how do I edit the creature .lrents and where do I even find them? And when I'm done editing them and saving the changes, where do I put the saved .lrents? Like, what if I want to edit all the boars in the game, how do I find them? Is this where?: https://imgur.com/zhvVnhq

(https://imgur.com/zhvVnhq)Or is it just for that particular map and I have to edit all the creatures in a map on all maps? And do you know where the Experience variable is?

Kuchenschlachter
23.01.2020, 18:28
1.) If I edit an item's price in TPLEdit, would it need a new game to show up?
I don't think you need a new game for it to take effect. It's just an educated guess though.


And which values are what I would get from selling an item vs. what it would cost to purchase an item?
What you can set in the template of an item is it's lets call it value. How much a vendor charges/offers technically depends on the vendor. In the base game everything is sold to you for it's value and you get as far as i remember it 0.2*value.
thios factors 1 for buying from a vendor and 0.2 for selling to a vendor are attributes of the vendor.


2.) Using the Risen Editor, how do I edit the creature .lrents and where do I even find them? And when I'm done editing them and saving the changes, where do I put the saved .lrents? Like, what if I want to edit all the boars in the game, how do I find them? Is this where?: https://imgur.com/zhvVnhq

(https://imgur.com/zhvVnhq)Or is it just for that particular map and I have to edit all the creatures in a map on all maps?
First, don't bother with .lrents if you just want to edit the stats of all monsters of a specific type.(lrents are packed in data\common\projects.p*, monsters are scattered over manylrents)
I hardly remember Risen Editor so...


And do you know where the Experience variable is?
The experience awarded for killing a monster is its level*10. The level is just another stat like str, dex...

Jobesky
23.01.2020, 18:54
Yeah I've been sitting here editing EVERY single monster in the Wild_Outdoor_Monster.lrent for the last hour+ and my eyes are glazing over. There has to be a faster way to do this but I don't know how. You and Baltram have mentioned a script but I don't know how to use it.

EDIT: Oh@ I noticed the documentation you posted, I didn't see that before. That's helpful but I still don't see what I need specifically to get all the templates I need and what commands to do so.

What commands do I need to get all the monster files? I put a mountlist_packed.ini in my /bin folder, I did the .ini changes for the hotkeys, but now I'm stuck.

Baltram
26.01.2020, 03:20
Yeah I've been sitting here editing EVERY single monster in the Wild_Outdoor_Monster.lrent for the last hour+ and my eyes are glazing over. There has to be a faster way to do this but I don't know how.I'm terribly sorry, I gave you the idea (via PM) that you needed to edit every single instance of the monster you want to change.
As Kuchenschlachter said, this is not the case. It suffices to modify the template file and start a new game. I had forgotten that.


What commands do I need to get all the monster files? I put a mountlist_packed.ini in my /bin folder, I did the .ini changes for the hotkeys, but now I'm stuck.Create the empty folder Risen\data\common\templates and restart Risen. Start/Load a game, open the console and type invisible so you don't get attacked by monsters. Spawn the monster you want to edit (say, a boar) using the command DynEntity Spawn Boar. You do not need to type out the whole command, there is autocompletion (tabulator key). Next, do DynEntity Edit #r1 which will open the property editor for the newly spawned boar. Navigate to PropertySets > Skills. There you can find all the relevant stats. If you change a value, be sure to press [Enter] to confirm the change. Once you are done, execute the command DynEntity ExportAsTemplate #r1 which (if you set up the mountlist_packed.ini correctly) should create a new template file for the boar containing your changes.

Jobesky
26.01.2020, 12:45
Damn. I'm sure that would've been easier than what I did - I edited each .lrent one by one but I did find the batch utility to make it so whatever changes I made to one monster, it applied to all of them in that .lrent. Took a little but, but MUCH faster than how I was doing it! :)

Thanks for the information!