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- Universal Game Editor Module For Origin's "Shadowcaster"
- Work based on UGE version 1.0 from Hartman Utilities
-
- This is my fourth authored module for Jack Hartman's Universal
- Game Editor. Others you may (or may not) have seen are for:
- Clouds Of Xeen (New World Computing), Dark Legions (SSI), and
- Ravenloft: Strahd's Possession (SSI). With this fourth module, I have
- learned, through trial and error, (mostly error) that Origin seems to have
- come up with a highly unusual format of keeping track of things.
- Originally, I had intended to make it possible to give yourself
- practically any item in the game through editing your inventory slots.
- Unfortunately, through (once again) trial and error, I seem to have found
- that Origin designed the saved game format to require that certain
- conditions be met to get most items (i.e. must be on a certain level, etc.)
- Therefore, it is with an unfortunately heavy heart that I surrendered that
- initial concept...the game just crashed far too many times when I tried
- to modify inventory slots.
- What I HAVE managed to achieve is a way to give yourself ALL of
- your character's metaforms instantly, modify character resistances to
- attacks in all forms enough to make yourself practically invulnerable,
- modify each metaform's "Experience Level," current Hit Points, current
- Power Points, and a few other related things.
-
- How to use the module: Fire up UGE, and pick your saved game. The
- files you want to modify are the "game.sav" in the subdirectories <S1>, <S2>,
- <S3>, and <S4> in your Shadowcaster directory. Obviously, S1 is for saved
- game #1, S2 for saved game #2, etc.
- Now for the tricky part. Once again, Origin has come up with a
- VERY strange method for keeping track of nearly everything in the game. As
- near as I can figure, it works out something like this:
-
- Each metaform has a specific number of health points it gains
- upon being promoted a level. Experienced Shadowcaster players who have
- attained some of the higher forms (like the Opsis) will note that the
- number of hit points you gain upon gaining a level is NOT equal to double
- the number of hit points the form started off with. To explain a bit more
- easily, you'll note that the human starts with 25 health points, and, upon
- gaining a level, gains 25 more. Another level gains 25 more. Same with
- the Maorin (although they start off with a higher number). But the Opsis
- starts off with 45, yet only gains 15 health points upon gaining a level
- (actually, it's been a long time since I played, so I'm not sure that's
- even correct). This is because, you'll note if you open up your saved
- game file, the Opsis starts out on level 3, which would be (15x3)=45.
- Sneaky, isn't it?
- Anyway, this of course, poses a real problem with experience.
- You'll note I don't have a field for actual experience POINTS. The reason
- is simple: Actual points have nothing to do with how high a level you are!
- The game keeps track of how many points you have actually EARNED before it
- decides to promote you a level! Worse yet, it doesn't ADD points to your
- current and maximum health score, it recalculates them! So if you use my
- program to set your human's max health to 100, then go out and kill the
- initial Boleth and 2 Floros, you'll note that the "Surge of Life And Power"
- actually DROPS your health & power levels to 50 (human 2nd level)! I found
- this to be really annoying. So, naturally, I found a way around it by
- allowing you to modify your experience LEVEL. Doing so does not modify
- your Health & Life points automatically, only when you GAIN a level. In
- case I'm not making any sense, don't worry. I'm not sure I understand it
- either. But, here's the official sneaky way to get up to full power
- nearly immediately:
-
- Start the game. Kill the Boleth, save the game. Exit and run the
- editor. You'll note there are six fields for "Form Active," which should
- all be set to 0 at this point. Set them all to 1. This will make each of
- the six metaforms active for use. Yes, you still have to touch the obelisks
- to get past certain portions of the mazes, but that won't affect any
- changes you make to the metaforms. Now go to each individual metaform's
- "Experience Level" field and set it to 19. (I say 19 because I don't know
- if there IS any level beyond 20 for any metaform). Exit the editor. Go
- back to the game and waste two Floros as the human. You'll notice that
- suddenly your percentage of health drops monumentally when you get the
- "surge of life and power" message. Check the bar and you'll notice that
- suddenly you've got a maximum health of 500! (Level 20x25 points/level=500!)
- Okay, next up, save AGAIN. Go back to the editor and modify current H.P.
- (Life) for the human AND current Power for the Human to their maximum values.
- Exit the editor and go back to playing. Shift to the Maorin. Go kill a few
- Floros with it, and when it gains the "surge," you'll note ITS Life goes up
- to 700 maximum! Save again, modify current Maorin & human H.P. and repeat
- this procedure with the other metaforms.
- Question: Why does the game drop your current Life and Power
- percentage so much? When it promotes, it merely ADDS the appropriate number
- to the "current" Life and Power values, rather than doing the recalculation.
- Otherwise, it wouldn't reflect any damage you were currently suffering from.
- Power is a constant between forms; its maximum is always that of the
- human form. I think you'll find 500 to be pretty effective for most
- applications. After a little self-deliberation, I did figure out how much
- a character gains in terms of Life per level...
-
- Metaform: Starts At Level: Life Gain/Level: Life at 20th:
- Human 1 25 500
- Maorin 1 35 700
- Caun 2 10 200
- Opsis 3 15 300
- Kapha 4 20 400
- Ssair 5 40 800
- Grost 6 50 1000 (OW!)
-
- Okay, now that I've gotten through that, doubtless you're ready
- to go through and waste everything in sight, right? Not quite yet. You've
- STILL got to worry about that little thing called damage taken. Sure, you
- can now save any time and modify your current Hit Points to protect you
- from a lot of attacks, but that's even more annoying than the level
- promotion process. So I went through and mapped out all of the Resistances.
- There are 11 categories, one of which I found near the character level
- details, and the other 10 secluded by themselves later in the file. These
- are:
-
- 1.> Physical (most common attack method)
- 2.> Cold
- 3.> Fire
- 4.> Electricity (Elec)
- 5.> Death
- 6.> Slow
- 7.> Magic
- 8.> Fear
- 9.> Paralysis (Para)
- 10.> Sonic
- 11.> Other
-
- Sorry, I don't know what "Other" is, really. All I know is there is
- such a resistance, and therefore you can modify it. Resistance in this game
- is pretty simple: the number in each field is directly subtracted from any
- damage of the particular type you take from each attack! So, let's say you
- run into a Floro. Floros do about 4-8 points of Physical Damage. So the
- human, who has a Physical Resistance of 3, would take 1-5 points of damage
- from a successful Floro hit.
- Each Form has its own set of resistances naturally, right up to
- the Grost, who has 15 for everything. Guess what. That's minor resistance
- with this module. You can set EVERY resistance WAY over that and take NO
- damage from practically ANY sort of attack! Here's a hint: I set every
- resistance to 40 as an experiment, and proceeded to wade through every
- monster in the game without taking a single bit of damage. Even Veste can
- only do somewhere around 24 points of Magic damage in his true form.
- In other words, since this game is obviously at least in part based upon
- the DOOM concept, this is the equivalent of IDDQD (well, with the exception
- that swimming through an acid pit or something will probably still kill you).
- Still not enough? Want to waste everything in sight with just one
- shot? Okay. You'll note I have listed under each character a "Weapon
- Bonus" field. Each character adds a certain amount of damage to every
- hand-held weapon attack (sword, trident, whatever). These numbers are
- naturally as follows:
-
- 1.> Human....+2
- 2.> Maorin...+4
- 3.> Caun.....+1
- 4.> Opsis....+0
- 5.> Kapha....+2
- 6.> Ssair....+6
- 7.> Grost...+12
-
- With these fields, you can modify these amounts to much greater
- levels! You can set this limit over 100...I've tested it. Do so, and
- practically anything will fall with but a few swipes of your sword (or
- Trident). Unfortunately, this does NOT affect missile weapon damage, nor
- the damage caused by the attacks of magic items. So heavy shuriken users
- are out of luck. Sorry, them's the breaks.
- Anyway, despite the shortcomings in the inventory department, I
- think you'll find this module to be extremely helpful in your exploration of
- the worlds of Shadowcaster. Please send any comments, complaints, flames,
- or whatever to overkill@ici.net. But, once again, please...no requests.
- Not every game is editable, and I don't have every game that's out there.
- Future plans: My next target (assuming it works) will most likely
- be SSI's "Menzoberranzen." (Try pronouncing THAT five times fast!) Until
- then, good luck, and good hunting!
-
- -Dave Melanson (overkill@ici.net)
-