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editing characters

ive been trying to edit my new char, arachnid.

when i use Tank Creator, nothing happens after i hit Create.

When I use TC2, it gives me an "I/O error 32"

what do i do?

P.S. yha, im sick of trying to be perfect with my typing.

Balderstrom's picture

If I recall TankCreator is finicky with the ending path \ slash: it either needs one at the end of the path, or doesn't allow one at the end of the path. One or the other will prevent any tanking from taking place.

i have an update on my problem

it works now, i just use TC2, ds&loa part to tank the files and it works.

but my problem is this:

//////////////////////////////////////////////////////////////////////////////
//
// File     :  pcontent.gas
// Author(s):  Nivisec Auto-Gen
//
// Copyright © 2000 Nivisec.com
//
//////////////////////////////////////////////////////////////////////////////
//Generated by Nivisec.com Random Generator
//$Id: pcontent.gas,v 1.9 2002/05/30 15:19:14 nivisec Exp $
//////////////////////////////////////////////////////////////////////////////

[formulas]
{
  // these blocks define the "infinite power" weapons - these will always be
  // able to go up to any power level by feedback into the modifiers.

  [infinite_melee_weapons]
  {
    * = sword;
    * = axe;
    * = staff;
  }

  [infinite_ranged_weapons]
  {
    * = bow;
  }
}

//////////////////////////////////////////////////////////////////////////////

[macros]
{
  supersword = sword/500;
}

//////////////////////////////////////////////////////////////////////////////

[modifiers]
{

         [Evil]
   {
      type         = prefix;
      screen_name      = "Evil";
      power         = 100;
             object_types    = armor,weapon,ring,amulet;

      [armor]
      {
         alteration         = alter_ARMOR;
         value            = 5000000;
         description         = "Adds 500000 to Armor";
         duration         = #infinite;
         is_permanent      = true;
         is_single_instance   = false;
      }
      [mana_recovery]
      {
          alteration = alter_mana_recovery_unit;
          description = "Adds a shit-load to Mana Recovery";
          duration = #infinite;
          is_permanent = true;
          is_single_instance = false;
          value = 1000.00;
      }
      [health_recovery]
      {
         alteration = alter_life_recovery_unit;
         description = "Adds a shit-load to Health Recovery";
         duration = #infinite;
         is_permanent = true;
         is_single_instance = false;
         value = 1000.00;
      }
          [mana]
      {
         alteration      = alter_MAX_MANA;
         value        = (#maxmana*100.00);
         description      = "+10000% to Maximum Mana";
         duration      = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
      }
      [health]
      {
         alteration      = alter_MAX_LIFE;
         value        = (#maxlife*100.00);
         description      = "+10000% to Maximum Health";
         duration      = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
         effect_script_equip  = dam_glow_15_wt;
         effect_script_hit  = hit_beam_15_lbl;
      }
      [cold_damage_melee]
      {
         alteration    = alter_custom_damage_melee;
         custom_damage    = cold;
         value      = 1000000;
         max_value    = 5000000;
         description    = "+1000000 to 5000000 Cold Damage";
         duration    = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
         effect_script_equip  = dam_ice_7_wh;
      }
      [fire_damage_melee]
      {
         alteration    = alter_custom_damage_melee;
         custom_damage    = lightning;
         value      = 1000000;
         max_value    = 5000000;
         description    = "+1000000 to 5000000 Electric Damage";
         duration    = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
         effect_script_equip  = dam_zap_7_wh;
         effect_script_hit  = hit_circuit_10_lbl;
      }
      [fire_damage_melee]
      {
         alteration    = alter_custom_damage_melee;
         custom_damage    = fire;
         value      = 1000000;
         max_value    = 5000000;
         description    = "+1000000 to 5000000 Fire Damage";
         duration    = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
         effect_script_equip  = dam_fire_7_re;
         effect_script_hit  = fire_weapon;
      }
      [hit_chance_melee]
      {
         alteration      = alter_chance_to_hit_melee;
         value        = 5000;
         description      = "+5000% Chance to Hit Enemy with Melee or Ranged weapon";
         duration      = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
      }
      [hit_chance_ranged]
      {
         alteration      = alter_chance_to_hit_ranged;
         value        = 5000;
         duration      = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
      }
      [strength]
      {
         alteration = alter_strength;
         description = "50% increase to all stats";
         duration = #infinite;
         is_permanent = true;
         is_single_instance = false;
         value = #str*.50;
      }
      [dexterity]
      {
         alteration = alter_dexterity;
         duration = #infinite;
         is_permanent = true;
         is_single_instance = false;
         value = #dex*.50;
      }
      [int]
      {
         alteration = alter_intelligence;
         duration = #infinite;
         is_permanent = true;
         is_single_instance = false;
         value = #int*.50;
      }
   }
      [ofdemons]
   {
      type         = suffix;
      screen_name      = "of Demons";
      power         = 100;
           object_types    = weapon,armor,ring,amulet,spellbook;

      [health_bonus]
      {
         alteration      = alter_life_steal;
         value        = 1000;
         description      = "1000 Health and Mana Stolen Per Hit";
         duration      = #infinite;
         is_permanent    = true;
         is_single_instance  = false;
      }
      [mana_bonus]
      {
          alteration      = alter_mana_steal;
          value        = 1000;
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
      }
      [block_nature]
      {
          alteration      = alter_block_nature_magic_damage;
          value        = 1000;
          description      = "All Damage Reduced by 1000%";
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
      }
      [block_combat]
      {
          alteration      = alter_block_combat_magic_damage;
          value        = 1000;
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
      }
      [block_pierce]
      {
          alteration      = alter_block_piercing_damage;
          value        = 1000;
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
      }
      [block_ranged_damage]
      {
          alteration      = alter_block_ranged_damage;
          value        = 1000;
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
      }
      [block_melee_damage]
      {
          alteration      = alter_block_melee_damage;
          value        = 1000;
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
                                effect_script_equip  = stat_constellation_20_lbl;
                                effect_script_hit  = hit_sunburst_10_lbl;
      }
      [fire_damage_ranged]
      {
          alteration    = alter_custom_damage_ranged;
          custom_damage    = lightning;
          value      = 3000000;
          max_value    = 15000000;
          duration    = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
          effect_script_hit  = bow_glitter_15_wt;
      }
      [pierce_chance_melee]
      {
          alteration      = alter_piercing_damage_chance_melee;
          value        = 500;
          description      = "+500% Chance to Inflict a Piercing Hit";
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
           effect_script_equip  = dam_charge_15_lrel;
                                effect_script_hit  = hit_sunburst_10_lbl;
      }
      [pierce_chance_ranged]
      {
          alteration      = alter_piercing_damage_chance_ranged;
          value        = 500;
          duration      = #infinite;
          is_permanent    = true;
          is_single_instance  = false;
      }
   }
}

i know its waaaay overpowered. but i need this because so many people join with hidden health and its literally impossible to kill them.

i want to be able to just take care of them, one hit. ill take off whatever item has the fixes on it durring normal gameplay

anyone got ANY idea as to why this sint working? i add the modifiers to the item, when i tank the files and play online, the other changed i made are present, but the custom modifiers are not there.
What am i doing wrong?

If you are editing a ds1 character I dont think you want to use tank creator2, maybe it will work but I have never used it on ds1.

MP characters are easy to edit in ds1, they are only 1 directory so you can just use a folder on your desktop and untank the dsparty file into that folder then what I do is put the dsparty you are going to tank into on the desktop so I dont get it mixed up with any other character. Then make sure to change the save type from dsres to any and pick the dsparty of the character you are changing and go.

Lord_Claw_II wrote:
i know its waaaay overpowered. but i need this because so many people join with hidden health and its literally impossible to kill them.

i want to be able to just take care of them, one hit. ill take off whatever item has the fixes on it durring normal gameplay

anyone got ANY idea as to why this sint working? i add the modifiers to the item, when i tank the files and play online, the other changed i made are present, but the custom modifiers are not there.
What am i doing wrong?

If you are not the host it will not appear on your item(s). For any custom modifier to appear you have to be the host. Plus, btw, I would assume that the other pvper's you are meeting have 4 shield rings on that will deflect this damage back at you and kill you instead anyway. There are ways to get around it, ie lightning damage. Or if you are the host just create a little insta kill spell, it can be done to kill enemies, friends, or yourself no matter what blocks and defenses they have. It's like pixie dust. Wink

sjr - you can choose which game version format to use

i tried making a mod for agony spells. if you look at the coding in logic.dsres, the base_summon_dark spell works alot better than the base_summon_good spell.

i made a mod for the good version.

it still doesnt work. could someone try tanking this file and testing it for flaws?

[t:template,n:base_summon_good]
{
  doc = "good summoning spell base template";
  specializes = base_spell_good;

  [magic]
  {
    [enchantments]
    {
      [*]
      {
        alteration = alter_strength;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_dexterity;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_intelligence;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_melee;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_ranged;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_nature_magic;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_combat_magic;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_armor;
        duration = #infinite;
        value = (#magic*7.3);
      }
      [*]
      {
        alteration = alter_max_life;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_life;
        duration = 1.0;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_max_mana;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_mana;
        duration = 1.0;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_melee_damage_min;
        duration = #infinite;
        value = (#magic*21.9);
      }
      [*]
      {
        alteration = alter_melee_damage_max;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_ranged_damage_min;
        duration = #infinite;
        value = (#magic*21.9);
      }
      [*]
      {
        alteration = alter_ranged_damage_max;
        duration = #infinite;
        value = (#magic*23.7);
      }
      [*]
      {
        alteration = alter_cmagic_damage_min;
        duration = #infinite;
        value = (#magic*19.5);
      }
      [*]
      {
        alteration = alter_cmagic_damage_max;
        duration = #infinite;
        value = (#magic*21.9);
      }
      [*]
      {
        alteration = alter_nmagic_damage_min;
        duration = #infinite;
        value = (#magic*19.5);
      }
      [*]
      {
        alteration = alter_nmagic_damage_max;
        duration = #infinite;
        value = (#magic*21.9);
      }
    }
  }
}

I dont really know what you are trying to make here.

One question, ARE YOU THE HOST? It all depends on this.

If you are not the host dont bother modifying the spells, there is no need, it wont do anything. You can still you the existing spell. Just put it on your character in place of an existing spell. For example put zap in your spellbook. Then replace that spell with the template name of the spell you want to use, such as base_summon_dark. You can then add 1 or 2 modifiers to that spell. Easiest way is to just copy the prefix/suffix of an item you have on you that has 2 modifiers, copy those 2 modifiers into the new (or existing) spell and if you want change the modifiers from whatever they are (example ofthebadger) to ofagony. Wont guarantee you will kill anyone with it since if they boosted up you wont know what modifiers they boosted with but if I remember right there are only a certain number that work to boost. That is what the pvp battles main consisted of when I saw it, 2 people just sitting there casting modded spells on each other until they "broke" their opponents boosts and could kill them.

Balderstrom's picture

Talk about thread continuity, An inquiry into a problem with TankCreator, that then quickly devolves into two completely separate MODDING questions, in the General Discussion forum -- and that have absolutely nothing to do with the Thread topic.

They all have to do with me editing my characters and thats what i want to do with them.

yes, i always host. i have so many mods that nothing of mine works when other people are the host.

everything is working now except for the mods... i need these to work for me to be able to take care of those damn overboosters

im totally stumped on what to do. ive been reading up on editing techniques and such since LOA came out. i have no idea what im doing when it comes to modding.

if someone could please take the time to look at these two mods and tell me what i can do to fix them

Lord claw just sell this armor in your shops and the over ampers will die as soon as they wear it.

[t:template,n:n00b]
{
  doc = "n00b";
  specializes = base_body_armor_cloth;
  [common]
  {
    screen_name = "Stupid n00b";
  }
  [defend]
  {
    armor_style = numb_nuts;
    armor_type = a1;
    f defense = 1250.000000;
  }
  [gui]
  {
   // equip_requirements = Dumb_Ass:1;

    inventory_height = 2;
    inventory_icon = b_gui_ig_i_a_pos_a1_stupid;
    inventory_width = 2;
  }
  [magic]
  {
    [enchantments]
    {

      [*]
      {
      alteration = alter_life_recovery_unit;
      description = "-50 to Life Regeneration";
      duration = #infinite;
      is_permanent = true;
      is_single_instance = false;
      value = -50;
      }
    }
  }
}

[t:template,n:n00b-shield-1]
{
  doc = "Perfect Shield";
  specializes = base_shield;
  [aspect]
  {
    gold_value = 100;
    model = m_a_shd_27;
    [textures]
    {
      0 = b_a_shd_death;
    }
  }
  [common]
  {

    screen_name = "Perfect Mirror";
  }
  [defend]
  {
    f defense = 1.000000;
  }
  [gui]
  {
    //equip_requirements = intel:-50;
    inventory_height = 3;
    inventory_icon = b_gui_ig_i_a_shd_death;
    inventory_width = 2;
  }
  [magic]
  {
  [enchantments]
		{
                [*]
		{
		alteration = alter_block_melee_damage;
		description = "Adds 100% to Melee Blocking";
		duration = #infinite;
		is_permanent = true;
		is_single_instance = false;
		value = 100;
		}
		[*]
		{
		alteration 		= alter_chance_to_block_cmagic_damage;
		description 		= "Adds 100% Chance to Block Combat Magic";
		duration 		= #infinite;
		is_permanent 		= true;
		is_single_instance 	= false;
	        value 			= 100;
		}
		[*]
		{
		alteration		= alter_chance_to_block_nmagic_damage;
		value			= 100;
		description		= "Adds 100% Chance to Block Nature Magic";
		duration		= #infinite;
		is_permanent		= true;
		is_single_instance	= false;
		}
                [*]
		{
		alteration = alter_chance_to_dodge_hit_ranged;
		description = "100% Chance to Dodge Ranged Attacks";
		duration = #infinite;
		is_permanent = true;
		is_single_instance = false;
		value = 100;
		}
                [*]
		{
		alteration = alter_reflect_damage;
		description = "Reflects 100% damage back to the attacker";
		duration = #infinite;
		is_permanent = true;
		is_single_instance = false;
		value = 100;
		}
[*]
			{
			alteration = alter_life_recovery_unit;
			description = "your going to die";
			duration = #infinite;
			is_permanent = true;
			is_single_instance = false;
			value = -500;
		}
      }
    }
  }

or
[t:template,n:n00b_glove-1]
{
  doc = "n00b_glove-1";
  specializes = base_glove;
  [common]
  {
    b allow_modifiers = false;

    screen_name = "Slap Your Dead";
  }
  [defend]
  {
    armor_style = n00b_glove-1;
    armor_type = type1;
    f defense = 1;
  }
  [gui]
  {
    //equip_requirements = very_dumb:1;
    inventory_height = 2;
    inventory_icon = b_gui_ig_i_a_gntl_001;
    inventory_width = 1;
  }
[magic]
  {
    [enchantments]
    {

      [*]
      {
      alteration = alter_life_recovery_unit;
      description = "-10 to Life Regeneration";
      duration = #infinite;
      is_permanent = true;
      is_single_instance = false;
      value = -20;
      }
    }
  }
}

Basicly it will kill them so quick they will not know what hit them.

well first of all i would have no earthly idea as to how to put that into a store.

secondly, i would rather kill them myself than have them die by armor.

lastly, most of them already have good armors, so they wont bother browsing the shops for some new crap.

i just need ONE of the two mods ive shown to be fixed.

firebat's picture

At planet dungeon siege there is a mod called Bob's peer mod, this is a mod made by me a long time ago and enables you to see the HP and armor or other players. You will need to be in the game before the person of which you want to see the HP has boosted however.
See the read me for more info.

I sent a file that will work for you. It wont matter what buffs or shennanigans they use.