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Tom Bombadil as a ringhero?


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#1 Guest_LaDainian_*

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Posted 20 October 2007 - 05:53 PM

I would like to make Tom Bombadil a ringhero. How is this done? I've tried lookíng for relevant tutorials but found none and I've tried the method used to make the Balrog a ringhero described somewhere in this forum but it didn't seem to work...

#2 Sheephoof

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Posted 20 October 2007 - 07:21 PM

I'm a real noob when it come's to coding; but since I'm expecting others to help me the least I can do is try to help you.

Firstly I suggest creating a new hero (effectively a copy of tom bombadil); which I'm not 100% sure to do (check the tutorial on adding a new hero); or just change the spell which summons him to something else - summoning a ring hero with a 10pp spell wouldn't be too fair.

Presuming you understand how to use finalbig and and extract the ini file, then go to tom bombadils ini (object/goodfaction/generic/tombombadil), go to the bottom of the page and look for this:

//-----------------------------------------------------------------------------------------
Object TomBombadilSummonEgg
	Draw = W3DScriptedModelDraw ModuleTag_Draw
		DefaultModelConditionState
			Model = None
		End
	End
	KindOf = INERT IMMOBILE UNATTACKABLE
	
	Body = ActiveBody ModuleTag_MakesKillWork
		MaxHealth = 1
	End
	Behavior = LifetimeUpdate ModuleTag_HatchTrigger
		MinLifetime		= 0.0
		MaxLifetime		= 0.0		
	End
	Behavior = SlowDeathBehavior ModuleTag_HatchProcess
		DestructionDelay = 2000
		FX	= INITIAL FX_BombadilSummoningStart
		FX	= FINAL FX_BombadilSummoningFinish
		OCL = FINAL OCL_SpawnTomBombadil
	End
End

//------------------------------------------------------------------------------
ChildObject TomBombadil_Summoned TomBombadil
	IsTrainable			= No
	CommandPoints		= 0
	EquivalentTo		= TomBombadil
	KindOf				= +SUMMONED
	
	Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate	
		MinLifetime		= 60000
		MaxLifetime		= 60000
		DeathType		= FADED
	End	

	Behavior = SlowDeathBehavior ModuleTag_Fading
		DeathTypes			= NONE +FADED
		FadeDelay			= 0
		FadeTime			= 1000
		DestructionDelay	= 1000
		DeathFlags			= DEATH_1
		Sound = INITIAL SpellGenericUnsummonFasterMS
	End

Delete it all - this will remove this timer. Then do make him a buildable ring hero (you can do this with any hero) go to playertemplate.ini. Then go to the faction of which you want him to become ringhero - I'll use Men:

PlayerTemplate FactionMen
	Side			  = Men
	PlayableSide	  = Yes
	Evil		  = No
	StartMoney		= 0
	MaxLevelMP	  = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
	MaxLevelSP	  = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
	PreferredColor	  = R:43 G:150 B:179
	StartingBuilding  = MenFortress
	
;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 		= GondorFighterHorde 
;StartingUnitOffset0 	= X:-60 Y:185 Z:0
	
	
	StartingUnit1 		= MenPorter 
	StartingUnitOffset1 	= X:30 Y:200 Z:0
	StartingUnit0 		= MenPorter 
	StartingUnitOffset0 	= X:1 Y:130 Z:0
	
	StartingUnitTacticalWOTR	= MenPorter		;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
	StartingUnitTacticalWOTR	= MenPorter
	IntrinsicSciences		= SCIENCE_GOOD
	IntrinsicSciencesMP 		= SCIENCE_MEN
	SpellBook			= GoodSpellBook
	SpellBookMp			= MenSpellBook
	PurchaseScienceCommandSet	= GoodSpellStoreCommandSet
	PurchaseScienceCommandSetMP	= MenSpellStoreCommandSet
	DisplayName			= INI:FactionMen
	DefaultPlayerAIType		= MenSkirmishAI
	BeaconName			= MultiplayerBeacon
	LightPointsUpSound		= GondorLightPointsUp
	ObjectiveAddedSound		= Gui_MissionObjectiveNew
	ObjectiveCompletedSound		= Gui_MissionObjectiveCompleted
	InitialUpgrades			= Upgrade_MenFaction	; Any upgrades this player template is born with.

	// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always 
	// attached to the first two buttons in the command set.

	BuildableHeroesMP		= CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf 
	BuildableRingHeroesMP		= ElvenGaladriel_RingHero
	SpellStoreCurrentPowerLabel 	= APT:SpellStoreCurrentEvenstarPower
	SpellStoreMaximumPowerLabel 	= APT:SpellStoreMaximumEvenstarPower
	ResourceModifierObjectFilter 	= RESOURCE_MODIFIER_OBJECT_FILTER
	ResourceModifierValues		= 100 100 100 100 90 85 80 75 71 68 66
	MultiSelectionPortrait		= UPGondor_Army
	LoadScreenMusic				= Shell2MusicForLoadScreen
End

And just change the opart where it says "BuildableRingHeroesMP" to whatever you want... if tombombadil then change ElvenGaladirel_RingHero to TomBombadil. It should then look like this:

PlayerTemplate FactionMen
	Side			  = Men
	PlayableSide	  = Yes
	Evil		  = No
	StartMoney		= 0
	MaxLevelMP	  = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED )
	MaxLevelSP	  = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED )
	PreferredColor	  = R:43 G:150 B:179
	StartingBuilding  = MenFortress
	
;------------- NO STARTING UNITS FOR YOU -------
;StartingUnit0 		= GondorFighterHorde 
;StartingUnitOffset0 	= X:-60 Y:185 Z:0
	
	
	StartingUnit1 		= MenPorter 
	StartingUnitOffset1 	= X:30 Y:200 Z:0
	StartingUnit0 		= MenPorter 
	StartingUnitOffset0 	= X:1 Y:130 Z:0
	
	StartingUnitTacticalWOTR	= MenPorter		;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units.
	StartingUnitTacticalWOTR	= MenPorter
	IntrinsicSciences		= SCIENCE_GOOD
	IntrinsicSciencesMP 		= SCIENCE_MEN
	SpellBook			= GoodSpellBook
	SpellBookMp			= MenSpellBook
	PurchaseScienceCommandSet	= GoodSpellStoreCommandSet
	PurchaseScienceCommandSetMP	= MenSpellStoreCommandSet
	DisplayName			= INI:FactionMen
	DefaultPlayerAIType		= MenSkirmishAI
	BeaconName			= MultiplayerBeacon
	LightPointsUpSound		= GondorLightPointsUp
	ObjectiveAddedSound		= Gui_MissionObjectiveNew
	ObjectiveCompletedSound		= Gui_MissionObjectiveCompleted
	InitialUpgrades			= Upgrade_MenFaction	; Any upgrades this player template is born with.

	// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always 
	// attached to the first two buttons in the command set.

	BuildableHeroesMP		= CreateAHero RohanEowyn RohanEomer GondorBoromir RohanTheoden GondorFaramir GondorAragornMP GondorGandalf 
	BuildableRingHeroesMP		= TomBombadil
	SpellStoreCurrentPowerLabel 	= APT:SpellStoreCurrentEvenstarPower
	SpellStoreMaximumPowerLabel 	= APT:SpellStoreMaximumEvenstarPower
	ResourceModifierObjectFilter 	= RESOURCE_MODIFIER_OBJECT_FILTER
	ResourceModifierValues		= 100 100 100 100 90 85 80 75 71 68 66
	MultiSelectionPortrait		= UPGondor_Army
	LoadScreenMusic				= Shell2MusicForLoadScreen
End

If you want to change how much Tom Bombadil costs and his build time, just go back to his ini and add the lines:

BuildTime = Whatever you want (defualt ring hero is 5 minutes, but I think the times is odne in miliseconds)
BuildCost = Whatever you want (default ring hero is 10,000)

-I'm not sure if all of that is right, but I think that''s the general idea. That's the best I can do I'm afraid - any other more experienced modder is free to correct me :good:

#3 lycan

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Posted 20 October 2007 - 07:47 PM

I scrolled through it quickly and its correct


and if u want a balrog then i can give you my balrog

#4 LaDainian

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Posted 21 October 2007 - 09:57 PM

Thanks. Actually that was pretty much what I did before only this time it worked. I also successfulley added the Balrog myself.
I would like to add a version of Elven Wood (the special power) as a power for Tom Bombadil. I would like to rename it to something like "Tom's Forest" and change it's attributes a bit so Tom becomes practically invulnerable within it's area of effect. Is this possible? This is for ROTWK by the way...

#5 lycan

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Posted 21 October 2007 - 10:03 PM

yes it is

you need:

lotr.str
command button
tom bombadil.ini
command sets

thats all i can say because im busy

#6 LaDainian

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Posted 22 October 2007 - 06:30 PM

Okay, I've tried messing a bit with it using common sense and any advice I could find but it didn't seem to work. At first no icon showed up in Tom's commandset and after further editing the game just won't start (no error-message whatsoever). Could anybody be a bit more specific as to what I need to do?

#7 King Arvedui

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Posted 22 October 2007 - 11:03 PM

edit your files back to the last time the game worked or atleast a time when it told you what the error was
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#8 LaDainian

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Posted 23 October 2007 - 11:18 AM

Oh, I guess I should have been more specific. What I meant was what I need to do to get Elven Wood to work for Tom Bombadil?

#9 lycan

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Posted 25 October 2007 - 11:04 AM

then go to command set and place

something like

4 = .................. for tombombadil


and to rename it you need lotr.str

#10 LaDainian

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Posted 26 October 2007 - 12:46 PM

I know you're just trying to help, elvenfury, but I don't think it's that simple. Have you ever made it work?

#11 thekiller11

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Posted 28 October 2007 - 11:06 AM

Finally, I've found it out, specialpower.ini will send my codes to LaDainian
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#12 lycan

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Posted 28 October 2007 - 11:50 AM

you also need a command set, and command button, i havent done this so i cant give you the codes :( but for the elven wood you need, tombombadils command set a new elvenwood command button and also lotr.str

#13 thekiller11

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Posted 28 October 2007 - 03:42 PM

I gave him the code, the commandbutton, commandset and tombombadil I already had, you can stop posting about the elvenwood coz it works
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